Placeables.xls

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Revision as of 17:28, 16 February 2010 by Eshme (Talk | contribs) (placeable_types worksheet)

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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.

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 The full model filename (without extension) including and only the highest LOD variation if applicable
BlendTree string
DestroyVFX int
CrustVFX int
OcclusionFactor float Value between 0.0 (no occlusion) and 1.0 (full occlusion)
StateController string [Undocumented] (Seems to influence how the placeable is handled, ie difference between opening a Chest and lifting a Lever)
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