Contents of an FPE File
Description of script commands.
; Metadata |
these are the search-able tags for your asset |
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; 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) |
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; visualinfo |
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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 |
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; orientation |
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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) |
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; identity details |
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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) |
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; statistics |
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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) |
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;ai |
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aimain |
the script you would like your asset to use (default = default.lua) |
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; anim |
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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) |