Part II - The Editors

Copyright © 2003


 

Hand Held Item Editor

The Hand Held Item Editor is used to add and modify .itm files. The window has a list of all currently active hand held items (mod dependent). You can select any of these to load its properties into the fields. Use the New button to add a new itm file to the list, Apply to apply any changes made, and Close to exit the Editor.


Here is a picture of the Claymore Hand Held Item Editor in IGOR:

And here is the Claymore in Notepad:


Version:
This is the current version of the itm file currently loaded.

Name Token:
This is the internal identifier that GR uses.

IMPORTANT: This name has to be added by hand to the strings.txt file that is located in the Data\Shell folder. You will have to make your own (including the folders "Data\Shell") when creating a mod with custom items in it. Without it in the strings.txt file you will get the !findkey error displayed in the kit.

Type:
There are five different types: Binoculars, Sensor, PDA, Demo Charge, and Claymore. PDA appears to be one of the items that was abandoned during production prior to release like the helicopter vehicle type.

Human Model:
This is the model that is used in the game on the actor.

Sim Model:
This is the model that is used in the game when it is not on the actor.

Weight:
This is the weight of the item in Kilograms.

Edit Explosion:
Click the Edit Explosion button to edit the explosion of the Hand Held Item. The Edit Explosion Data Editor can also be accessed from the Projectile Editor.

NOTE: All distances and Radii are in meters unless otherwise specified.


Here is a picture of the Claymore in the Explosion Data Editor window in IGOR:

Version:
This is the current version of the explosion data currently loaded.

Visual Explosion Type:
The explosion choices are None, Frag Grenade, AT4 Missile, and Claymore. This tells the engine which explosion to display during runtime.

Blast Radius:
This is the range of the blast in meters.

Combat Equations:

Type:
There are four different types of explosions to choose from: Blast Sphere, Back Blast Sphere, Front Zone, & Back Blast Zone.

Velocity:
This is a mathematical formula used by the engine to determine the speed of the explosion when it impacts the target. The first field is the velocity of the explosion in meters/sec. The second field and third fields are variables in the formula: Velocity + [(x)*Range] + [(y)*Range^2]. The second value (y) should be negative to simulate the explosion losing it's energy rapidly the further it gets away from the center of the explosion.

KillEnergy:
This is a mathematical formula used by the engine to determine the Kill Energy (Penetration) when the explosion impacts the target. There are only two fields here and here is the mathematical formula: [(x)*Range] + [(y)*Range^2].

Damage Through Walls Multiplier:
A variable other than 0 should be entered here if the explosion can penetrate walls.

Directional Explosion:

Directional:
Check this box if the explosion is directional like that of the Claymore or a shaped charged demolition charge.

Back Blast Radius:
This is the radius of the Back Blast from the explosion.

Front and Back Zone:
The properties entered here tell the engine the Width, Height, and Length of the explosion in the instance of a directional blast