Game Objects
I will modify this list as needed to preserve thread space.
;--------------------------------------; ;Environment Game Objects ;--------------------------------------; Type Map ;Description: Creates a Map Level. The map is *.b3D Geometry that uses a Label Scheme to ;locate geometry for both visual and virtual shapes. Field id% ;primary key unique for game Field file$ ; Field shape% End Type Type Interior ;Description: Used to create a instance of a building Interior within a Map. The ;geometry for an interior is defined within the map file. Field id% ;primary key auto Field map% Field collision% ;collision flag Field transparent ;transparentflag Field LODs% Field shape[LOD_MAX%]% ;supports 8 levels of LOD Field zone% ;render/collision zone Field state% End Type Type SkyBox ;Description: Used to create a Skybox. A Skybox geometry is defined ;within a map. Only one skymap per map is supported. Field map% Field shape% Field cloud1 ;Shape Layer handles for cloud textures Field cloud2 Field cloud3 Field background1 ;Shape Layer handles for background textures Field background2 Field background3 Field state% End Type Type WaterBlock ;Description: Used to create a WaterBlock Game Object Field id% Field map% Field LODs% Field shape[LOD_MAX%]% ;supports 8 levels of LOD Field zone% ;render/collision zone Field state% End Type Type Prop ;Description: Used to create a Prop. Props are animated or moving objects that are used ;strictly for scenery (ie rotating ceiling fans). There is usually no interactivity between them ;and the player | bots. Prop geometry can be defined within a map or independently. Field id% ;primary key unique Field typeid% Field mapid% ; store map handle or mapid Field file$ Field LODs% Field shape[LOD_MAX%]% ;supports 8 levels of LOD Field zone% ;render/collision zone Field state% End Type Type Platform ;Description: Used to create moving platforms which can transport other game object standing ;. atop of them. Platforms move along a patterned path stored in the path object. Platforms can ;move in at various speeds and can reverse direction by inverting the speed. Platform geometry is ;defined in the map. Field id% ;uniqr Field typeid% Field LODs% Field shape[LOD_MAX%]% ;supports 8 levels of LOD Field zone% ;render/collision zone Field speed# Field path.path Field state% End Type Type Trigger ;Description: Used to create Triggers. Triggers are virtual shapes that activate a action upon ; collision or timer. Triggers are used to create various forms of interactivity between the player ; and the game world. Triggers can require a TriggerKey for activation. If key is required the ;Player Or Bots Inventory is checked for its presents. Their geometry is define within a map. Field id% ; primary key unique per map Field typeid% Field mapid% Field shape% Field zone% ;render/collision zone Field activationtype% Field executiontype% Field duration% Field command$ Field triggerkeyid% Field state% Field TBpoint# End Type Field TriggerKey ;Description: Used to create a TriggerKey that is used to activate a Trigger. Field id% ;primary key unique per map Field triggerid ;foriegn key Field clientid% ;ownership Field inventoryid% ;a specified value stored in a Inventory List to represent the item. Field shape% Field zone% ;render/collision zone Field icon% Field state% Field TBpoint# End Field Type Warp ;Description: Used to create Warp virtual shapes which influence gravity/force on Players, Bots, Props. ;Warps can be used to create vacuums, accelerators, ladders, anti-gravity fields. Field id% Field typeid% Field mapid% Field shape% Field zone% ;render/collision zone Field state% End Field Type Soundfield ;Description: Creates 3D sound emitter. Soundfields are virtual shapes which emit 3D sound ; Field id% ; Field mapid% Field typeid% Field sound% Field shape% Field zone% ;render/collision zone Field state% End Function Type Pow ;Description ;InventoryID = Field id% Field mapid% Field shape% Field zone% ;render/collision zone Field icon% Field state% Field TBpoint# End Type Type Terrain ;Description: Used to create Terrain Geometry within a level. ;Terrains are independent from the map geometry however, they are ;are mounted to the maps 'terrain' pivot points. Field id% Field map% Field zone% ;render/collision zone Field file$ Field shape% End Type ;-------------------------------------- ;Player & AI Game Object ;-------------------------------------- Type Camera ;Description: Defines Player Camera Field clientid% Field typeid% Field camera% ;listener attached to camera Field position.vector[1] Field angle.vector[1] Field speed.vector Field hud% Field viewportx# Field viewporty# Field viewportwidth# Field viewportheight# Field near# Field far# Field fov# Field zoom# Field mount% Field zone% ;render/collision zone Field state% End Type Type Player ;Description: Creates a Player and Bot Field clientid% Field LODs% Field shape[LOD_MAX%]% ;supports 8 levels of LOD Field zone% ;render/collision zone Field state% End Type Type Inventory ;Description: Player/Bot container for storing Weapons, Projectiles, Powerups Field id% Field clientid% Field count Field typeid% Field state% End Type Type Weapon ;Description: ;InventoryID = Field clientid% Field LODs% Field shape[LOD_MAX%]% ;supports 8 levels of LOD Field zone% ;render/collision zone Field projectileid% Field projectilemax% Field projectiles% Field animationload% Field animationfire% Field mount% Field icon% Field state% End Type Type Projectile ;Description: ;InventoryID = Field LODs% Field shape[LOD_MAX%]% ;supports 8 levels of LOD ;single surface? Field zone% ;render/collision zone Field reactorflashid% Field reactorloadid% Field reactortravelid% Field reactorimpactid% Field reactorimpactdecalid% Field soundflashid% Field soundloadid% Field soundtravelid% Field soundimpactid% Field impactshape% Field impactsize.vector Field impacteffect% Field icon% Field TBpoint# End Type Type WayPoint ;Description: Field id% Field typeid% Field parentid% Field position.vector Field e% ;properties used in pathfinding algorithms Field f% ;properties used in pathfinding algorithms Field g% ;properties used in pathfinding algorithms Field h% ;properties used in pathfinding algorithms Field zone% ;render/collision zone Field state% Field TBpoint# End Type Type path ;Description: Creates a path of waypoints used by Props, Platforms and Bots. End Type Type imagemap End Type ;------------------------------------- ;Special FX Game Objects ;------------------------------------- Type Reactor ;Description: Creates a Reactor System. Reactors are used for Precipitation, fire/smoke/fog, decals, Field texture% Field life% Field state% End Type Type ReactorEmitter ;Description: Field id% Field zone% ;render/collision zone Field typeid% Field fragments% Field life% Field state% End Type Type ReactorFragment ;Description: Field reactorid% Field surface% Field vertex% Field life% Field state% End Type ;LensFlare Effects - Single Surface Sprites Type LensSource ;Description: Lens Source Field id% ;primary key auto Field typeid% Field surface% Field vertex% Field lensflare1% ;texture Field lensflare2% Field lensflare3% Field zone% ;render/collision zone End Type Type LensFlare Field id% Field lenssourceid% ;foreign key Field typeid% Field surface% Field vertex% Field zone% ;render/collision zone End Type
I will modify this list as needed to preserve thread space.