Tutorials & Guides / [LOCKED] FPE file stuff and definitions and functions

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Pirate Myke
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Posted: 18th Jan 2016 23:29 Edited at: 20th Feb 2019 14:02
Ok, you should be able to use all this in FPE file definitions:

FPE staments and settings

t.tryfield_s="aiinit";
t.tryfield_s="aimain";
t.tryfield_s="aidestroy";
t.tryfield_s="aishoot";
t.tryfield_s="soundset";
t.tryfield_s="soundset1";
t.tryfield_s="usekey";
t.tryfield_s="ifused";
t.tryfield_s="ifusednear";
t.tryfield_s="spawnmax";
t.tryfield_s="spawndelay";
t.tryfield_s="spawnqty";
t.tryfield_s="model";
t.tryfield_s="offsetx";
t.tryfield_s="offsety";
t.tryfield_s="offsetz";
t.tryfield_s="rotx";
t.tryfield_s="roty";
t.tryfield_s="rotz";
t.tryfield_s="scale";
t.tryfield_s="fixnewy";
t.tryfield_s="raisefactor";
t.tryfield_s="forwardfacing";
t.tryfield_s="defaultheight";
t.tryfield_s="defaultstatic";
t.tryfield_s="autoflatten";
if ( t.field_s == t.tryfield_s ) t.entityprofile[t.entid].autoflatten = t.value1;

// collisionmode
// 0 ; default Box ( )
// 1 ; polygon shape
// 2 ; sphere??legacy
// 3 ; cylinder??legacy
// 9 ; convex hull reduction
// 11 ; no physics
// 12 ; no physics but can still be shot with intersectall check
// 21 ; player repell feature (for characters and other beasts/zombies)
// 40 ; collision boxes
// 41-49 ;reserved (collision poly list, sphere list,cylinder list)
// 50 // 51 // 52-59 // 1000-2000 ;only one limb has collision Box (1000=limb zero)
// 2000-3000 ;only one limb has collision polygons (2000=limb zero)
t.tryfield_s="collisionmode";
t.tryfield_s="collisionscaling";
t.tryfield_s="collisionoverride";

// forcesimpleobstacle
// -1 ; absolutely no obstacle
// 0 ; default
// 1 ; Box ( )
// 2 ; contour
// 3 ; full poly scan
t.tryfield_s="forcesimpleobstacle";

t.tryfield_s="notanoccluder";
t.tryfield_s="skipfvfconvert";
t.tryfield_s="resetlimbmatrix";
t.tryfield_s="reverseframes";
t.tryfield_s="fullbounds";

// cpuanims
// 0 ; GPU animation
// 1 ; CPU animation (for wide scope animations that need accurate ray detection)
// 2 ; Same as [1] but will hide any meshes that do not have animations
t.tryfield_s="cpuanims";
t.tryfield_s="ignoredefanim";

// materialindex
// 0 = GenericSoft
// 1 = Stone
//2 = Metal
//3 = Wood
//4 = Glass
//5 = Liquid Splashy Wet
//6 = Flesh (Bloody Organic)
//7 = Hollow Drum Metal
//8 = Small High Pitch Tin
//9 = Small Low Pitch Tin
//10 = Silly Material
//11 = Marble
//12 = Cobble
//13 = Gravel
//14 = Soft Metal
//15 = Old Stone
//16 = Old Wood
//17 = Shallow Water
//18 = Underwater
t.tryfield_s="materialindex";

t.tryfield_s="debrisshape";
t.tryfield_s="disablebatch";
t.tryfield_s="lod1distance";
t.tryfield_s="lod2distance";

// physics setup
t.tryfield_s="physics";
t.tryfield_s="phyweight";
t.tryfield_s="phyfriction";
t.tryfield_s="explodable";
t.tryfield_s="ragdoll";
t.tryfield_s="nothrowscript";
t.tryfield_s="coneheight";
t.tryfield_s="coneangle";
t.tryfield_s="conerange";

// visual info
t.tryfield_s="onetexture";
t.tryfield_s="texturepath";
t.tryfield_s="textured";
t.tryfield_s="texturealtd";
t.tryfield_s="effect";

// transparency modes;
// 0 - first-phase no alpha
// 1 - first-phase with alpha masking
// 2 and 3 - second-phase which overlaps solid geometry
// 4 - alpha test (only render beyond 0x000000CF alpha values)
// 5 - water Line ( object (seperates depth sort automatically) )
// 6 - combination of 3 and 4 (second phase render with alpha blend AND alpha test, used for fading LOD leaves)
// 7 - very early draw phase no alpha
t.tryfield_s="transparency";

t.tryfield_s="canseethrough";
t.tryfield_s="specular";
if( t.field_s == t.tryfield_s ) t.entityprofile[t.entid].cullmode = t.value1;
if ( t.field_s == t.tryfield_s ) t.entityprofile[t.entid].reducetexture = t.value1;
if ( t.field_s == t.tryfield_s ) t.entityprofile[t.entid].castshadow = t.value1;
if ( t.field_s == t.tryfield_s ) t.entityprofile[t.entid].smoothangle = t.value1;
t.tryfield_s="strength";
t.tryfield_s="lives";
t.tryfield_s="speed";
t.tryfield_s="animspeed";
t.tryfield_s="hurtfall";
t.tryfield_s="isimmobile";
t.tryfield_s="isviolent";
t.tryfield_s="isobjective";
t.tryfield_s="alwaysactive";
t.tryfield_s="ischaracter";
t.tryfield_s="isthirdperson";
t.tryfield_s="canfight";
t.tryfield_s="custombiped";
t.tryfield_s="cantakeweapon";
t.tryfield_s="isweapon";
t.tryfield_s="rateoffire";
t.tryfield_s="ishudlayer";
t.tryfield_s="isequipment";
t.tryfield_s="isammo";
t.tryfield_s="hasweapon";
t.tryfield_s="hasequipment";
t.tryfield_s="ishealth";
t.tryfield_s="isflak";
t.tryfield_s="fatness";

// marker extras
// 1=player
// 2=lights
// 3=trigger zone
// 4=decal particle emitter
// 5=entity lights
// 6=checkpoint zone
// 7=multiplayer start
t.tryfield_s="ismarker";
t.tryfield_s="markerindex";
t.tryfield_s="addhandle";

// light extras t.tryfield_s="lightcolor";
t.tryfield_s="lightrange";
t.tryfield_s="lightoffsetup";
t.tryfield_s="lightoffsetz";

// trigger extras
t.tryfield_s="stylecolor";

// extra decal offset (ideal for placing flames in torches, etc) t.tryfield_s="decalangle";
t.tryfield_s="decaldist";
t.tryfield_s="decaly";

// entity body part list (20/01/11 - refeatured for V118)
t.tryfield_s="limbmax";
t.strwork = "";
t.strwork = t.strwork + "limb"+Str(t.q);

// determine if entity has a head, and which limbs represent it t.tryfield_s="headlimbs";

// entity decal refs
t.tryfield_s="decalmax";
t.tryfield_s = cstr((cstr("decal")+Str(t.q)) );

// entity animation sets
t.tryfield_s="playanimineditor";
t.tryfield_s="animstyle";
t.tryfield_s="animmax";
t.tryfield_s=cstr("anim")+Str(t.q);

darkai_assignanimtofield ( );
t.tryfield_s=cstr("footfall")+Str(t.q);

// more data
t.tryfield_s="quantity";

More added from updates from the changelog.txt file.

conerange = 400
coneheight = 53
endcollision = 0
IGNOREDEFANIM = 0

;thirdperson
jumpmodifier = 250
jumphold = 747
jumpresume = 755
jumpvaulttrim = 0

isspinetracker
Remove ISTHIRDPERSON field from Wizard FPE's as not used any more
Allowed melee action to intercept move/run so Third Person Mode can instant attack
Added 'meleerange' and meleehitangle' to FPE to control TPP melee attack metrics
Added 'meleestrikest' and 'meleestrikefn' to FPE to define 'deadly' melee anim frames
Added 'meleedamagest' and 'meleedamagefn' to FPE to define range of damage per strike
NOTE: Above commands override defaults used by stock characters that don't have them
'forceobstaclepolysize' to FPE to allow control of 'obstacle slice' resolution
fatness = 100

2017.03.10
Added 'forceobstaclesliceheight' to FPE fields to allow AI obstacle plane height to be set
Added 'notanoccludee' to FPE so entities can be designed to never get occluded by occluder
Adjusted blood splat decal effect so only used if NO 'materialindex' specified in FPE
Added 'explodedamage' to FPE to specify the default explosion yeild of specfic entities
Added 'hoverfactor' to FPE to give hovering capability to 'flying' entities (drones)

2017.02.28
Added 'dontfindfloor' field to FPE to initially ignore floor finder (roof pieces)
Added new special value to 'smoothangle' FPE field over 101 which 'GENERATES SMOOTH' normals
Added new 'isspinetracker' to FPE to control new spine tracker for modern character anims

1.14
Added new field to FPE called "offyoverride" which overrides Y offset to correct models

1.133
Added new field to FPE called 'endcollision' which when set to zero will disable collision of ragdolls

1.132
Added new 'zdepth' field to entity FPE file which can disable the zdepth render order (it will draw like a HUD weapon)

1.13
Added MATRIXMODE to FPE fields which adds a transform with the original model matrix per limb

1.121
Added 'noxzrotation' to FPE to deactivate XZ rotation on spraying this entity

1.112 xmas beta
* NOTE: Remember to use FULLBOUNDS=1 in your FPE if you want to detect limbs that move out of range of the original frame zero bound box
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HarryWever
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Posted: 18th Jan 2016 23:45
Thats a real handy list Myke...

Thank you
Harry
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Pirate Myke
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Posted: 18th Jan 2016 23:54
Your welcome, but the thanks for the list needs to go to Lee.
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vrg
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Posted: 21st Jan 2016 15:45 Edited at: 21st Jan 2016 15:47
Thanks Pirate Myke and Lee , this is very useful I am going to print these statements
vrg
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Posted: 21st Jan 2016 15:49
Can you use these for characters and objects?
Pirate Myke
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Posted: 21st Jan 2016 16:38
these are the ones for all the FPE use in Game Guru.
Characters and objects.
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3com
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Posted: 21st Jan 2016 20:22
Great job Mike and Lee.

Anyway I want assure I got the point right, so couple of questions here:

1- Those commands are next coming, or they are already here, and I'm missing something?

2-
Quote: "if( t.field_s == t.tryfield_s ) t.entityprofile[t.entid].cullmode = t.value1;"


This statement goes in the fpe file? , it looks like a script line for me.

Thanks in advance guys.

3com



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Pirate Myke
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Posted: 21st Jan 2016 20:27
These are supposed to be the current ones.

For
"if( t.field_s == t.tryfield_s ) t.entityprofile[t.entid].cullmode = t.value1;"

Just use cullmode
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smallg
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Posted: 21st Jan 2016 20:59
yh all you need is the parts in the quotation marks and then a value to assign it.
i.e. t.tryfield_s="explodable";
becomes
explodable = 1
(or explodable = 0)
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Jerry Tremble
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Posted: 21st Jan 2016 23:57
Thanks for clearing that up! I was a little baffled.
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3com
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Posted: 22nd Jan 2016 14:15
Thanks guys for clarify.

Quote: " I was a little baffled"


Me too.

3com
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LeeBamber
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Posted: 25th Jan 2016 13:49
Also bear in mind this subroutine has been around for a LONG time, so some fields may not be connected to any functionality in GameGuru. I have left them in however as I think it makes sense to get them all working eventually, based of course on their priority and community feedback.
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Fendrik
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Posted: 14th Feb 2016 20:24
Hmm ... I'm a bit confused about the FPE parameters ...

Looking through the Mega Packs I bought, I find for example in the CavePack a "Torch (Wall)", which is ideal for a map I create.

In the FPE, I find the following sections:

;Light Extras
lightcolor = -256
lightrange = 200
lightoffsetup = 15
lightoffsetz = -10


and

;decals
decalmax = 1
decal0 = flametorch


I would have expected those parameters to
a.) cause the torch to produce a light and
b.) show a "flametorch" decal

... but it does not, even though when I select the torch, it shows me a "ring", much like a light marker. I can even edit the properties to increase the range and change to color.

So, how are these parameters supposed to work ? I have modeled a brazier and wanted to add a decal and light ... and thought these parameters would be a lot more sensible than adding a light and a decal manually to every brazier I put into my map.

Any help would be appreciated (including pointing me to the right place to look for detailed information ...)

Regards,
Fendrik

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Pirate Myke
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Posted: 14th Feb 2016 23:36
Yes, that is a work in progress for an Idea that Lee had. Not quit finished yet, But will be cool to define the light with the object in the fpe file.
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LeeBamber
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Posted: 15th Feb 2016 22:27
Yes it was experimental, and I am locking on a better idea involving entity composites. More on this when the Easy Building Editor work starts
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Teabone
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Posted: 16th Feb 2016 06:50
Quick question do we still need the destroy line in FPE? Destroy.lua ? and appear?
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LeeBamber
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Posted: 17th Feb 2016 01:07
Nope, they are completely ignored.
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Teabone
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Posted: 17th Feb 2016 03:41
Thanks! Going to do a massive clean up on my FPE files converted over from FPSC. I got some stuff you guys might be interested, converted over.
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Posted: 18th Feb 2016 06:45 Edited at: 2nd May 2016 07:41
Also what does "t.tryfield_s" mean?
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Pirate Myke
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Posted: 18th Feb 2016 14:13
That is the Variable that holds the data for the FPE properties, It is for internal collection of the value you use with the statements.
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Hey all, just a question about 'forcesimpleobstacle'

My guess is that this is related to 'ai' - is that correct?

Reliquia...
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synchromesh
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Posted: 2nd May 2016 10:08
Quote: "Hey all, just a question about 'forcesimpleobstacle'

My guess is that this is related to 'ai' - is that correct?"


forcesimpleobstacle = 3 allows the AI to follow you and function indoors without trying to walk through walls like Xmen
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OldFlak
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Posted: 2nd May 2016 11:33
@synchromesh, thanks for the info

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3com
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Posted: 15th May 2016 17:53
Hi guys
I've some question about "debrisshape", I've not so clear what it does.

1- item is a debrisshape (debrisshape=1) ?
2- item is explodable and have some debrisshape (explodable=1 - debrisshape=1) ?
Or does not, (explodable=1 - debrisshape=0) ?

Having some debris do not want to appears after the wall explode, and after try all possibles, I thought about "debrisshape" in fpe file.

What I did so far

1- wall is setup as explodable via fpe and properties panel
2- explode damage = 10 (i'm not interested about player died, while testing)
3- Debris name into "IfUsed" field.
4= IsImmobile=1 (also tried IsImmobile=0) - no to avail.

wall is dyamic and debris static.

I've some script attached to the wall, basically kill the player when closets, and it does.

Since here the issue becames plus script forum than here, please just give me some advise just about original question, so maybe I can get the way to force debris to appears, after wall exploded.

If I do not got it, so I'll open a specific thread in script forum.

I mus add than debris without any script attached to the wall, works as expected.
I know, arrived to this point is smarth to think the script is the guilty, but so, why others walls works fine with the same script attached?

So, is the model the guilty!, so why it appears as expected when non attached script?

Is a mistery, I would like to solved.

Thanks in advance

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Posted: 15th May 2016 18:52
Well guys, I've sorted out via script. anyway I have curious to know what "debrisshape" exactly does.

3com
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Pirate Myke
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Posted: 15th May 2016 20:21
I believe that debrisshape contains the decal to the size of the object it is attached to.

Now that we have scale ability in decals, not sure if this function still is valid.

I will have to send Lee an email and ask.
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3com
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Posted: 15th May 2016 20:37
Thanks Mike.
Would be nice being able to setup what iem you dispose to use as debrisshape, via item properites panel.

Explodable = yes
Debris = myDebris

"IfUsed" field does not work sometimes, I've to change "spawnIfUsed(e)" to simple "spawn(2)" in order to get debris working.

3com
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Pirate Myke
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Posted: 15th May 2016 21:16
Hmm. I was thinking that this had to do with the hit damage on the object when shot. I remember messing with it in classic a while ago. This seemed to control the size of the decal when fired upon.
Will mess with it when I get out of the vineyards later.
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3com
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Posted: 15th May 2016 21:49
I can send the GG files if you want to play with.

3com
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Pirate Myke
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Posted: 16th May 2016 00:20
Sure email them to me at the address in the button below.
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Gtox
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Posted: 16th May 2016 05:50
Is there a command to toggle the blood splatter effect when an entity is damaged?
Pirate Myke
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Posted: 16th May 2016 06:16 Edited at: 16th May 2016 06:22
I know there is a field in the character properties called Blood Effects. That can be changed to yes and no by hand.

I do see this in the list in the original post t.tryfield_s="isviolent";

So maybe adding this statement to the fpe file
isviolent = no

Might bring it up that way in the editor.

As far as a script statement that would toggle this. I dont see one as of yet

@3com:
Game Guru\Files\audiobank\materials contains a text file called materialdefaults.txt
In each block for the material number there are a list of sounds, frequencies, and the decal used for the weapons damage.

I could see no visible change setting the Debrisshape to 0 or 1 or any other number. The hit decal is controlled by the material number. I believe that only 0 - 4 work right now.

Now, unless it is a hard coded item still, you could change the info in that file pointing to different or custom media in the gamecore/decals folder and the audiobank/materials folder to get a little more of what you would need right now.

As far as your script, I am still awaiting the Lua file to see what you have going on.

Explosions are controlled by a shader in Game Guru now and you will find that folder in the effectsbabk/explosion file. I am guessing you can change the media of the existing stuff and see what you canget going. But I will still bet a lot of this explosion system is hard coded.
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3com
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Posted: 16th May 2016 14:57
@ Mike
Done.

Quote: "But I will still bet a lot of this explosion system is hard coded."

Ya! I think so. Would be nice being able to change, ie : smoke size/scale, via script, since if you do via txt file, you are changing size for all smoke decals you place, and not just for a specific "smoke" decal, and so on.

Quote: "I could see no visible change setting the Debrisshape to 0 or 1 or any other number"

Me either. I've tried many of them .

As aside note, I've try "StartParticleEmitter(e)" , it work , but particle does not positioned where I want, it does in a non-logical place, so does not match the scene, and we can not manipulate their properties.
I guess it has to appears closest to the caller entity (debris model), around it, nor down on the floor, very far from the debris entity.

In the wall case when explode, I want to get dust effect, but a big explosion usually get a big dust effect, but I can not scale dust to fit my needs, so dust resulting irreal, does not match the explosion intensiy, so I has to place bunch of them, to get a decent dust effect, acordingly with the explosion intensity.

I do not want to say my costumer they has to do a lot work to use my meshes, in fact I do not want the user has to do nothing (if possible), just place the mesh and enjoy.

Thanks a lot for the help, it's very appeciated mate!

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Pirate Myke
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Posted: 16th May 2016 16:05
Particle and Decal appear on objects at there insertion points. Where the models 0,0,0 planes intersect.

You can place the model on the model programs grid so that the particle or decal's placement will be at the 0,0,0 plane.

The in the FPE file you can use the offset y statement to adjust the model to the terrain in the editor.

That used to work in Classic, so hoping it works here also. A bit of trial and error will be needed i am sure.

Received your files in email, and I will look at them at lunch time.
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Posted: 16th May 2016 17:14 Edited at: 16th May 2016 17:25
Quote: "Particle and Decal appear on objects at there insertion points. Where the models 0,0,0 planes intersect.

You can place the model on the model programs grid so that the particle or decal's placement will be at the 0,0,0 plane.

The in the FPE file you can use the offset y statement to adjust the model to the terrain in the editor."

Bookmarket! thanks Mike.

Edit: so, is accurate to think better set "0,0,0" point, in the middle of the mesh. It takes sense, since I've set "0,0,0" point, in the bottom, at terreain level; do know now, but before when you set "0,0,0" point, in the middle of the mesh, the mesh appears buried in the ground in GG.

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Posted: 16th May 2016 23:01
That is what the offsetY = some number, in the fpe file is for.
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Quote: "That is what the offsetY = some number, in the fpe file is for."

Nice to know Mike, thanks again.

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Pirate Myke
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Posted: 21st Mar 2017 06:05
Updated first post with added FPE statements, and Gunspec stuff.
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Posted: 22nd Mar 2017 03:39
the fpe files have many parameters we need full documentation for what parameter do.
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Posted: 22nd Mar 2017 04:05 Edited at: 22nd Mar 2017 04:07
Will be some time before that happens.

The most current info is in the change logs. That is all I have to go on as anyone else.
The info is there if you choose to search for it.

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Posted: 22nd Mar 2017 15:56
you are right pirate myke th info is there but you ned to search for it.But for something so importand as the fpe parameters there should be a proper official documentation.Its like i give you the tools and then ask around to find someone to show you how they war and what they do.
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omg did all that just happen to the FPE's ooo im sooo gonna have to play with that muhahahha
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While adjusting an FPE i noticed that 'forceobstaclepolysize' was added to the FPE of EBE structures but it is unclear to me what it is and does?
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Im guessing that's an AI improvement for negotiating the walls …
But that's a guess I will try to find out more
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Thanks
LeeBamber
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Posted: 17th Oct 2018 10:51
If you download the GameGuru repo from GitHub, then do a keyword search for "forceobstaclepolysize" you will see every line it influences, which in this case is to reject small polygons from creating AI obstacles.
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Thanks Lee.

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