Placeables.xls
Defines base placeable appearances and properties, used by the placeable editor.
The placeable_types worksheet is where most of the details are listed; other worksheets define tables of data for various generic types of placeable. The "Label" column is the name used by the toolset to refer to this placeable's appearance type, individual instances can be named something else in the game itself. The ModelName column associates a physical model with the placeable type and BlendTree associates an animation.
Contents
placeable_basetypes worksheet
Column | Type | Description |
---|---|---|
ID | int | A number that uniquely identifies the entry (unless creating an M2DA override). ID numbers are listed from smallest to highest within a given file but do not need to be consecutive. |
Label | string |
placeable_types worksheet
Column | Type | Description |
---|---|---|
ID | int | A number that uniquely identifies the entry (unless creating an M2DA override). ID numbers are listed from smallest to highest within a given file but do not need to be consecutive. |
Label | string | |
StrRef | int | |
ModelName | string | |
BlendTree | string | |
DestroyVFX | int | |
CrustVFX | int | |
OcclusionFactor | float | Value between 0.0 (no occlusion) and 1.0 (full occlusion) |
StateController | string | |
RemoveWhenDead | int | |
BaseType | int | ross: This is to replace the body bags flag, and so that we can determine what a placeable is, a door, a chest, bodybag, etc.. These correspond to values on the placeable_basetypes workbook. yaron: We don't use this value - not in scripting and not in engine - we can get rid of it |
TurnRate | float | |
EnableCollisionEvent | int | When non-zero, this placeable will generate an EVENT_TYPE_PLACEABLE_COLLISION event. |
GeneratePathInfo | int | |
Height | float | Specify the height of the placeable. If no height is specified the height will be infered from the objects geometry. NOTE: If the object is rotated in space the height value provided here will not change, however if the height is computed it will be the height of the object after it has been rotated. |
Health | int | |
PickLockSuccess | string | |
PickLockFailure | string | |
PpenContainerSound | string | |
ClosedToOpened | string | sound on action |
OpenedToClosed | string | |
Destroyed | string | |
Used | string | |
Locked | string | |
Hit | string | |
Unknown | string | Label from "Sound_Item_materials.xls". NOT USED - info for designers ONLY |
Sword | string | |
Axe | string | |
Blunt | string | |
Dagger | string | |
Staff | string | |
Barehands | string | |
Claws | string | |
Arrow | string | |
Rock | string | |
Shield-wood | string | |
Shield-steel | string |
placeable_interactions worksheet
This worksheet determines what interactions the player is able to have with each placeable type.
Column | Type | Description |
---|---|---|
ID | int | A number that uniquely identifies the entry (unless creating an M2DA override). ID numbers are listed from smallest to highest within a given file but do not need to be consecutive. |
Label | string | |
StrRef | int | |
CursorID | string | |
DisabledLabel | string | |
DisabledStrRef | int | |
DisabledCursorId | string |
StateCnt_* worksheets
There's a large number of state controller worksheets, one for each type of placeable that can be in multiple states (for example a container can be open, closed and unlocked, closed and locked, and destroyed).
All of the StateCnt worksheets have the following columns in common:
Column | Type | Description |
---|---|---|
ID | int | A number that uniquely identifies the entry (unless creating an M2DA override). ID numbers are listed from smallest to highest within a given file but do not need to be consecutive. |
Label | string | The entries on this page pertain to entries in the animations.xls file. |
Action0 | int | |
Success0 | int | |
Success0A | int | |
Action1 | int | |
Success1 | int | |
Success1A | int | |
BlockVis | int | Set this to non-zero if you want this state to block visibility. |
STRREF | int |
In addition, each state will have its own row and its own column. So for example a container would have both rows and columns for its possible states, like so:
Closed_Unlocked | Closed_Locked | Open | Dead | |
Closed_Unlocked | 1025 | 1025 | 1027 | 1029 |
Closed_Locked | 1025 | 1025 | 1027 | 1029 |
Open | 1028 | 1028 | 1024 | 1029 |
Dead | **** | **** | **** | 1026 |
!! Need to find out what the significance of the numbers populating this grid are!!
The following placeable types each have their own worksheet, each with the following state lists:
Placeable type | States | Notes |
Bridge | Active, Inactive, Destroyed | |
AreaTransition | Unlocked, Locked | |
Furniture | Idle, Dead | |
Informational | Active | |
AOE | Idle, Triggered, Dead | |
FlipCover | Idle, Cover, Dead | Flip cover has been cut from the game, this is a leftover from when it was implemented |
Trap_Trigger | Inactive_Enabled, Inactive_Disabled, Active | |
NonSelectable_Trap | Idle1, Idle2 | |
Selectable_Trap | Idle, Active, Dead | |
Puzzle | Active, Dead | |
Destroy | Active, Dead | |
Cage | Closed_Unlocked, Closed_Locked, Open, Dead | |
Bodybag | Unlocked | |
Container_Static | Unlocked, Locked, Dead | |
Container | Closed_Unlocked, Closed_Locked, Open, Dead | |
BBase | Idle, IdleLeft, IdleRight, Dead | |
Trigger | Active, Inactive, Dead | |
Door | Closed_Unlocked, Closed_Locked, Open, Dead, Open_1, Dead_2 |
sound_plc_column_names worksheet
Column | Type | Description |
---|---|---|
ID | int | A number that uniquely identifies the entry (unless creating an M2DA override). ID numbers are listed from smallest to highest within a given file but do not need to be consecutive. |
Label | string |