object.dat
File Formats
Fil_objectdat.html

Name

object.dat - contains object colision damage effects data

Location

data\object.dat

Description

*.col files may contain collision information but the object.dat contains information on how objects take damage. Static objects like light posts, cones damage differently boxes split into small pieces, glass can just crack or shatter apart. The effects for those objects are contained in this file.

Parameters

A B C D E F G H I J K
Each line in object.dat has 11 parameters. First I'll list the parameter descriptions how they appear in object.dat, then I'll go over each parameter more thoroughly.

; (A) Object Name       [256 chars max]
; (B) Mass              [kilograms 1 to 50000]
; (C) TurnMass          [kg m^3 or some such dimension] 
; (D) Air Resistance    [scale 0 (total resistance) to 1 (zero resistance)]
; (E) Elasticity        [scale 0 (no bounce) to 1 (full bounce)]
; (F) Percent Submerged [percentage 10 to 120]
; (G) Uproot Limit      [force magnitude required to uproot]
; (H) Collision Damage Multiplier   [0.1 - 5.0 ish]
;
; (I) Collision Damage Effect [uint8 integer 0 - 4]
;       0:none 1:change_model 2:split_model 3:smash_completely 4:change_then_smash
;       50:smash_cardbox_completely     (only for cardbox1 & cardbox4)
;       60:smash_woodenbox_completely   (only for woodenbox);
;       70:smash_trafficcone_completely (only for trafficcone);
;       80:smash_barpost_completely     (only for smashbar);
;
;
;
;
; (J) Special Collision Response Cases [uint8 0 - 4] 0:none(default) 1:lampost 2:smallbox 
                                     3:bigbox 4:fencepart
; (K) Camera to avoid this object (0) for no (1) for yes
A - Object Name, this name comes from the object's name in the *.ide files.

B - Mass, how heavy the object is this effects how easily it can be moved affter it is uprooted. It can be from 1 to 50000, use 99999.0 so that the object will never move.

C - TurnMass, how easily the object can be turned. It can be from 1 to 50000, use 99999.0 so that the object will never turn.

D - Air Resistance, ? can be from 0.0 total resistance to 1.0 zero resistance 0.99 for objects that never move.

E - Elasticity, ? can be from 0.0 no bounce to 1.0 full bounce.

F - Percent Submerged, percent of the object that is in the ground or water. Can be from 10.0 to 120.0 most objects are set to 50.0.

G - Uproot Limit, ramges from 0.0 not rooted to 1200.0 use 99999.0 so that object can never be uprooted.

H - Collision Damage Multiplier, ? can be from 0.1 - 5.0

I - Collision Damage Effect:

0:none
1:change_model
2:split_model
3:smash_completely
4:change_then_smash
50:smash_cardbox_completely
60:smash_woodenbox_completely
70:smash_trafficcone_completely
80:smash_barpost_completely


J - Special Collision Response Cases:

0:none
1:lampost
2:smallbox
3:bigbox
4:fencepart


K - Camera to avoid this object, 0 no/1 yes

Examples

lamppost1, 600.0, 4000.0 0.99, 0.05, 50.0, 400.0, 1.0, 1, 1, 0

trafficlight1, 1500.0, 12000.0 0.99, 0.05, 50.0, 500.0, 1.0, 1, 1, 0

fire_hydrant, 150.0, 50.0 0.99, 0.03, 50.0, 100.0, 1.0, 1, 0, 0

To Do

Air Resistance, Elasticity, Collision Damage Multiplier

Author

dElAvA

See Also

.*IDE Objects

Programs

-

File Formats

Last change: 28 July 2002

unofficial GTA III Reference