Description of script commands.

 

; Metadata

these are the search-able tags for your asset



; header

anything with a semicolon in front of it is classed as a comment and ignored by the engine

desc

this will be the name of your asset (also used to name your 'fpe' file in creator)



; visualinfo


textured

this is the texture file used for your asset can be .dds or .png

effect

GameGuru has ready made shader files to render your asset (default is apbr_basic.fx)

castshadow

defines if your model will cast shadows (default = 0)

transparency

set the level of transparency for your asset (default = 0) please see Transpavency levels for details of different effects



; orientation


model

your 3D mesh file .x, .fbx or .dbo are valid files

offx

adjust the anchor point on the X axis (default = 0)

offy

adjust the anchor point on the Y axis (default = 0)

offz

adjhst the anchor point on the Z axis (default = 0)

rotx

rotateathe asset on the X axis X (default = 0)

roty

rotate the asset on the Y axis (default = 0)

rotz

rotate the an et on the Z axis (default = 0)

scale

adjust the size of your asset (please be aware scaling in the editor corrupts the collision box) (default = 0)

collisionmode

this creates an invisible boundary around the asset for physical forces (default = 0) please see Collision modes for details

defaultstatic

if set to zero your asset can utilise scripts or run animations (Dynamic) (default = 1 'Static')

materialindex

the property (physical makeup) of your asset (choose something as close to the values allowed) here can see a Material index list

cullmode

if your asset only has one face this setting will allow front and back rendering (default = 0)



; identity details


ischaracter

if your asset is a character or creature set this to 1 (default = 0)

hasweapon

this will be the weapon of choice for your character/creature (choose from the \files\gamecore\guns folder from your GameGuru installation)

cantakeweapon

When your character/creature expires and was carrying a weapon allow the player to pick up the weapon (or collect the ammo if player already has the weapon)



; statistics


notanoccluder

an Occluder is an entity that can intercept rays from the camera to determine what objects can or cannot be seen and therefore do not need to be rendered (default = 0)

notanoccludee

An occludee is an entity that will not be rendered if in the event that it cannot be seen (default = 0)

specularperc

this is the 'properties panel' specular setting if set higher than 100 it will make your asset more reflective (a wet look) (default = 100)

strength

the default health of your asset when it hits zero it destroys your asset (default = 25)

speed

how fast you asset can move (default = 100)

animspeed

if your asset has animations you can increase or decrease the frame rate (default = 100)

isimmobile

stops physics moving your asset (default =0)

physics

determines if the physics system affects your asset (default = 1) setting to 0 will allow players/characters to walk right through your asset

alwaysactive

lua script will continue to run no matter how far the player is from the asset (default = 0) setting to 1 can cause performance issues

phyweight

this only works when 'physics = 1'  (sets the prysical weight of your asset, how heavy it is to the physics system the higher the number the heavier the asset is) (default = 100)

phyfriction

this only works when 'physics = 1' (sets the physical movement of your asset, how heavy it is to the physics force system the higher the number the heavier the asset is) (default = 100)

explodable

if set to 1 your asset will use the built in explosion effect when its strength(health) hits zero (default = 0)

explodedamage

the amount of damage your asset will inflict to surronding(dynamic) entities on explosion (default = 100)



;ai


aimain

the script you would like your asset to use (default = default.lua)



; anim


animmax

the amount of animation sets within your asset (default = 0)

anim0

if animmax = 1 this is the frame set used (default = 0,0)

anim1

if animmax = 2 this and anim0 frame sets are used (default = 0,0)

anim2

if animmax = 3 this and anim0, anim1 frame sets are used (default = 0,0)

anim3

if animmax = 3 this and anim0, anim1, anim2 frame sets are used (default = 0,0)

anim4

if animmax = 3 this and anim0, anim1, anim2, anim3 frame sets are used (default = 0,0)

playanimineditor

allows playing your asset's animation frames in the GameGuru Map Editor (default = 0)