SGO Node Documentation - KCreator/Earth-Defence-Force-Documentation GitHub Wiki
Documentation of various SGO nodes.
Special Types
Ammo_CustomParameter
customparameter
WeaponList Node
Equipment-Effects
bike_control
game_object_camera_setting
Size: 6
Type | Description | Behaviour |
---|---|---|
int | Loop | 0 or 1, whether it is a loop |
string | Sound Name | Name of the sound that will play |
float | Volume(?) | Relative to a baseline of 1 |
float | Adjustment(?) | Seems to adjust main sound hz, old: Lower values are deeper and louder |
float | Adjustment(?) | Seems to adjust background sound hz |
float | Range | The sound can only be heard within the sound range. |
Size: 4``
Type | Description | Behaviour |
---|---|---|
float | Red | Red value of colour |
float | Green | Green value of colour |
float | Blue | Blue value of colour |
float | Alpha | Opacity |
Size: 3
Type | Description | Behaviour |
---|---|---|
float | X | X offset |
float | Y | Y offset |
float | Z | Z offset |
Note: This one is valid for EDF 5 Bombing runs Todo: Compare with other subprojectile nodes and determine if they are the same. Size:
Type | Description | Behaviour |
---|---|---|
struct | Unknown | Unknown |
struct | Unknown | Unknown |
Int | Num Subprojectiles | Number of emitted projectiles |
int | Delay between bullets | Delay in frames between each emitted projectile |
string | AmmoClass | Defines class of projectile to emit. |
float | AmmoSpeed | Speed of emitted projectile |
float | AmmoGravity | Controls how quickly the emitted projectile will fall. |
float | Subprojectile Scale | Size of the emitted projectile. |
float | Unknown | Unknown |
float | Subprojectile Explosive Radius | Radius ( In meters ) of the emitted projectile explosion. |
int | Subprojectile Lifetime | Life, in frames, of the emitted projectile. |
int | Unknown | Unknown |
Colour | SubProjectile Colour | The colour of the projectile emitted |
Struct | Ammo_Customparameter | Ammo_Customparameter of the emitted projectile |
String? | Projectile model? | Can also be an int with a value of 0 |
Int | Unknown | Unknown |
Int | Unknown | Unknown |
Sound? | Unknown | Unknown |
Sound? | Unknown | Unknown |
Size:
Type | Description | Behaviour |
---|---|---|
struct | Fire angle, use radians | float0 is vertical angle, float1 is horizontal angle. |
struct | Firepoint offset | float0 is distance from firepoint, float1 is firepoint height. |
Int | = AmmoCount | Total shot count |
int | = FireInterval | Interval between shots |
string | = AmmoClass | Type of ammo |
float | = AmmoSpeed | |
float | = AmmoGravityFactor | |
float | = AmmoSize | |
float | = AmmoHitSizeAdjust | Adjust ammo's hitbox |
float | = AmmoExplosion | |
int | = AmmoAlive | |
int | = AmmoIsPenetration | 0 or 1, 1 is penetrate. |
struct | = AmmoColor | Colour |
Struct | = Ammo_CustomParameter | |
String or Int | = AmmoModel | Some kinds of ammo require a model, otherwise 0. |
Int | Unknown | |
Int | Unknown | |
struct | = FireSe | null or Sound, Int is 0 can work. |
struct | = AmmoHitSe | Sound, Int is 0 can work. |
Size: 4
Type | Description | Behaviour |
---|---|---|
String | Transporter Object | Path to object SGO of the transporter to use |
String | Transporter Box Object | Path to object SGO of the transporter box to use |
String | Summoned Vehicle | Path to the SGO for the object to summon |
Object configuration | Object Configuration | Tweaks values of summoned object |
6 structs configuring the vehicle:
Scaling
Size: 2
Type | Description | Behaviour |
---|---|---|
Float | HP Scale | Scales HP |
Float | Weapon Damage Scale | Scales weapon damage |
Handling
Size: 4
Type | Description | Behaviour |
---|---|---|
Float | Movement Speed (Forward/Backward) | forward and backward speed (10 recommended) |
Float | Acceleration/Momentum | |
Float | Turning Speed | leg turning speed left/right turn speed (100 for full body turning) |
Float | Twist Speed(Turning Acceleration?) | torso twist speed |
Tanks
Size: 6
Type | Description | Behaviour |
---|---|---|
Float | Gravity | ? |
Float | Max Speed | ? |
Float | Breaks | How fast do you want it to stop, float on 1 to stop on a dime |
Float | ? | ? |
Float | Body Turning Speed | ? |
Float | Acceleration | ? |
Helicopters Size: 6
Type | Description | Behaviour |
---|---|---|
Float | Horizontal Max Speed | Controls how fast you move horizontally |
Float | Horizontal Acceleration | Higher Values = quicker acceleration. Too high makes it hard to aim. |
Float | Horizontal Turning Speed | Values too high cause over-rotation |
Float | Also Turning Speed? | Increases responsiveness for turning. Higher values cause uncontrollable spinning. |
Float | Takeoff Speed | Set to 0 makes it impossible to fly. Negative values make the helicopter impossible to fly |
Float | Max Horizontal Tilt Angle | Controls the maximum angle the helicopter can tilt forward. |
Float | ? | ? |
Jumping
Size: 6
Type | Description | Behaviour |
---|---|---|
Float | Jump Speed | jump height/distance/speed |
Float | Jump Charge? | time it takes to begin jump. Higher the number the better, too high fucks up jump. 4 seems good. |
Float | Unknown | Unknown |
Int | Boost Life | Time(In frames) the boosters are allowed to run |
Float | Flight Speed | Speed of vertical ascent while boosting |
Int | Boost Delay | Time (In frames) to wait before firing boosters while jumping |
Depth Crawler Handling
Size: 7
Type | Description | Behaviour |
---|---|---|
Float | Move Speed | Walking Speed |
Float | Turning Speed | How fast your turning speed. 0.1 Seems good balance |
Float | Jump Delay/Animation Speed | Higher value means faster jump and less delay |
Float | Jump Distance Speed | Higher value means faster jumping speed in the air |
Float | Jump Height | Higher value means higher jump |
Int | Unknown | Unknown |
Float | Sidestep delay/animation speed | Higher value means less delay |
Unknown
Size: 1
Type | Description | Behaviour |
---|---|---|
struct | Unknown(Size of 3, all floats) |
Equiped Weapons
Size: 8
Type | Description | Behaviour |
---|---|---|
Weapon Settings | Weapon 1 | |
Weapon Settings | Weapon 2 | |
Weapon Settings | Weapon 3 | |
Weapon Settings | Weapon 4 | |
Weapon Settings | Weapon 5 | |
Weapon Settings | Weapon 6 | |
Weapon Settings | Weapon 7 | |
Weapon Settings | Weapon 8 |
Unknown
Size: 2
Type | Description | Behaviour |
---|---|---|
Float | Unknown | Unknown |
Float | Unknown | Unknown |
Controls how a bullet will behave.
Contents:
ClusterBullet01
FlameBullet02
GrenadeBullet01
HomingLaserBullet01
LaserBullet01
LaserBullet02
LightningBullet01
MissileBullet01
MissileBullet02
NapalmBullet01
SentryGunBullet01
SmokeCandleBullet02
BarrierBullet01
SolidBullet01
SupportUnitBullet01
TargetMarkerBullet01
PileBunkerBullet01
NOTE: 4.1 behaviour, may be different in 5. BombBullet 02 comprises Limpet guns, BombBullet01 comprises roombas, c bombs, etc
Size:
Type | Description | Behaviour |
---|---|---|
Int | IsMobile | Determines if this bomb is mobile (Patroller, roomba-bomb, ect) |
Int | IsDetector | Determines if this bomb utilises enemy detection to detonate |
Float | Unknown | Unknown |
Int | PrimerDelay | Time the bomb will wait before priming? |
Int | Unknown | Unknown |
Vector3 | LEDPosition | Position of glow effect |
Int | ExplosionType | Type of explosion to use. Options: Explosion/Flechettes/Flare(?) |
struct | Splendor Parameters | Parameters for splendor type explosion |
struct | Size 4, Unknown | Unknown |
size: 7
Type | Description | Behaviour |
---|---|---|
Struct (3) | Spread | 3 floats: H. Spread, V. Spread, V. Offset |
Float | Search Range? | |
Int | FlechetteCount | |
Int | FlechetteLifetime | |
Float | FlechetteSpeed | |
Float | FlechetteSize | |
Struct | Size 1, single int. | Unknown |
Size:
Type | Description | Behaviour |
---|---|---|
float | Momentum Conservation | A value of 1 will cause the initial projectile to move forward for its lifetime, a low value stops it faster |
float | Projectile Spread? | Seems to control the spread of emitted bullets |
float | Subprojectile Accuracy | Governs the accuracy of emitted subprojectiles. A lower value gives higher accuracy. |
int | Subprojectile Direction | Governs the direction at which subprojectiles are shot. 0 - down, 1 - up, 2 - forward, 3 - forward and up, 4(+) - right |
struct | Homing Properties Struct? | Seems to control homing properties |
Sub Projectile | Subbullet definition? | Controls sub bullets |
Size: 2
Type | Description | Behaviour |
---|---|---|
int | Enabled | 0 - homing disabled, 1 - homing enabled |
float | Homing lockon radius | A higher number gives a higher lock-on radius |
Size: 8
Type | Description | Behaviour |
---|---|---|
Int | Unknown | |
Float | Flame Size | flame gets larger with higher positive values |
Float | Unknown | |
Int | Unknown | |
--- | --- | --- |
Float | Negative Flame Size | Unsure, flame gets larger with higher positive values, does NOT control minimum flame size |
Float | Unknown | Makes flame redder with lower value? |
Float | Unknown | |
Float | Unknown |
Size: 7
Type | Description | Behaviour |
---|---|---|
Int | Explosion Type | 1:Timed Explosion, 2:Impact Explosion |
Float | Unknown | ? |
Float | Unknown | ? |
Float | Grenade Behaviour | Lower value sticky, Higher value bouncy |
Float | Smoke Trail Noise | Higher value more noise |
Int | Smoke Trail Lifetime | How long smoke trail exist |
Int | Explosion Delay | For each grenade if more than 1 grenade / shot |
NOTE 4.1 behaviour. 5 May have changed it slightly.
Size: 9
Type | Description | Behaviour |
---|---|---|
Int | Unknown | 6: 0 - No homing, 1 - Angular homing path, 2 - Smoothed homing path |
Int | Unknown | |
Int | Trail Length | Length of the laser "trail" |
Float | Unknown | 6: Acceleration rate |
Float | Unknown | 6: Turning rate |
Float | Speed Scale? | 6: Top speed |
Int | Homing Delay | |
Int | Unknown | 6: Value above 0 disables retargeting |
Float | Unknown | 6: Bullet hit vfx duration |
NOTE 4.1 behaviour. 5 May have changed it slightly.
Size: 11
Type | Description | Behaviour |
---|---|---|
Colour | Laser Flare Colour | The colour of the laser impact "Flare" |
Colour | Flare light colour | The colour of the impact flare light |
Float | Flare Scale | Scale of the impact flare |
Float | Flare Light Scale | Scale of the impact flare light |
Int | Flare Lifetime | Time, in frames, the impact flare will live for |
Int | Number of Impact lasers | Amount of lasers that shoot off the impact point |
Float | Unknown | Unknown |
Float | Unknown | Unknown |
Float | Impact Laser Spread | Controls how much spread the impact lasers have |
Float | Impact Laser Speed | Controls how far the impact lasers travel |
Int | Impact Laser Segments | How curved the impact lasers can be |
Size: 1
Type | Description | Behaviour |
---|---|---|
int | Controls laser type | 0: Simple laser effect, 1: Pulse laser, 2: EDF4 Mothership Genocide Gun beam |
NOTE 4.1 behaviour. 5 May have changed it slightly.
Size: 5
Type | Description | Behaviour |
---|---|---|
Float | Initial Noise | |
Float | Random Velocity | How much the bolt's path will move randomly |
Float | Curve Noise | How much the bolt will curve on itself |
Float | Bounce Factor | How much to modify the bolt's speed after bouncing |
Int | Modifier | Appears to scale the bolt's iterations per frame. Higher values = faster bolt with more jaggedness |
NOTE 4.1 behaviour. 5 May have changed it slightly.
Size:
Type | Description | Behaviour |
---|---|---|
Int | Missile Type? | 0 cannot be guided. 1 and 2 have different FX. |
Int | 5 may be used for laser guidance | 0 or 1 |
Int | Tail smoke length | |
Struct | Seems to be the tail flame position | Vector |
Float | Acceleration Rate | |
Float | Turning Rate | |
Float | Top Speed | |
Struct | Ignition delay | int0 is delay, float1 is unknown. |
Int | Unable to guide time | |
Int | Unknown | |
Struct | Speed delta | null or. float0 and float1. |
Struct | Ignition sound | null or. Sound |
NOTE 4.1 behaviour. 5 May have changed it slightly.
Size:
Type | Description | Behaviour |
---|---|---|
Int | Missile Type? | 0 cannot be guided. 1 and 2 have different FX. |
Int | 5 may be used for laser guidance | 0 or 1 |
Int | Tail smoke length | |
Struct | Seems to be the tail flame position | Vector |
Float | Acceleration Rate | |
Float | Turning Rate | |
Float | Top Speed | |
Struct | Ignition delay | int0 is delay, float1 is unknown. |
Int | Unable to guide time | |
Int | ||
Sound | ||
Struct | Submunition launch method | see below |
Struct | Launch direction | see below |
Struct | ||
Sub Projectile Structure | Sub projectile parameters |
Submunition launch method
Type | Description | Behaviour |
---|---|---|
Int | trigger type | 0 is distance, 1 is time |
Float or Int | determined by the previous | when int0 is 0, it is distance to target. when int0 is 1, it is how long after ignition. |
Float | Only int0 is 0 | should be 1 |
Launch direction
Type | Description | Behaviour |
---|---|---|
Int | launch direction | 0 is move direction, 1 is Down, 2 is Up |
Float | Min hit point | Minimum hit radius of ammo. |
Float | Max hit point | Maximum hit radius of ammo. |
Size:
Type | Description | Behaviour |
---|---|---|
Int | ?? | ?? |
struct | Spread? | Seems to control "spread" of subprojectiles |
Float | Trail Noise | How much "Noise" the smoke trail has |
Int | Trail lifetime? | How long the trail lasts? |
struct | Napalm Emitter Parameters | The parameters of the napalm emitter itself. |
Sound | Napalm Sound Effect | The sound to play during emission |
Size:
Type | Description | Behaviour |
---|---|---|
Int | Explosion FX type | 0, 1, 2. 2 is the genocide explosion. |
Int | Tail flame length | |
Int | Tail smoke length | |
Float | Acceleration | Can only be used as acceleration, not as deceleration. |
NOTE 4.1 behaviour. 5 May have changed it slightly.
Size:
Type | Description | Behaviour |
---|---|---|
Int | Friendly Fire | 0-Disabled 1-Enabled (In 5, dunno about 4.1) |
String | ||
Int | ||
Int | ||
Float | Range | |
Float | Turning Speed | |
String | Bone to fire from? | |
Vector 3 | Bullet Offset | Relative to the muzzle |
String | Projectile Type | |
Int | Turret Ammo | |
Int | Rate of fire | |
Int | Projectile life? | |
Float | Projectile Speed | |
Float | Projectile Scale | |
Ammo_Customparameters | Projectile Custom Parameters | |
Sound | Shoot sound | |
String | Muzzleflash Type | |
Structure | Muzzleflash Parameters |
Size: 6
Type | Description | Behaviour |
---|---|---|
Float | ||
Int | ||
Int | Delay | Delay between marker impact and air raid projectile launch |
Int | ||
Ptr | Air Raid Settings (See below) | Configures the projectiles launched |
Ptr | Voices? | List of strings, likely voice lines related to the weapon |
Air Raid Settings for SmokeCandleBullet02
Size:
Type | Description | Behaviour |
---|---|---|
Ptr | Firing Angle? | Float 1 controls firing angle. |
Ptr | Fire Origin | Float 1 controls height of shot in meters. Float 2 also seems to be related to firing angle? |
Int | Projectile Count | Number of shots |
Int | Projectile Delay | Delay between bullets |
String | AmmoClass | Class of bullet to fire |
Float | AmmoSpeed | Speed of bullet (in meters per frame) |
Float | AmmoGravity | Effect of gravity on bullet. Effects firing arc. |
Float | AmmoScale | Size of projectile |
Float | Possibly hit impulse | |
Float | AmmoExplosion | Size of explosive radius |
Int | AmmoAlive | Lifetime of projectile in frames |
Int? | Unknown | Possibly AmmoModel? |
Colour | AmmoColour | Colour of projectile |
Ptr | Ammo_CustomParameter | Ammo_CustomParameter of projectile |
Int | ||
Int | ||
Int | ||
Sound | Fire Sound | |
Sound | Impact Sound | |
Int | Firing Style | Firing Style, absent or 0 is normal, 1 is shotgun |
Size: 9
Type | Description | Behaviour |
---|---|---|
Float | Curve | Controls how curved the barrier is (default 2.5) |
Float | Width | Controls the width of the projected barrier |
Float | Height | Controls the height of the projected barrier |
Float | Width(?) | Affects the width of the barrier |
Float | Height(?) | Affects the height of the barrier |
Float | Unknown | |
Float | X Offset | Offsets the barrier along the X axis (left to right) |
Float | Y Offset | Offsets the barrier along the Y axis (up or down) |
Float | Z Offset | Offsets the barrier along the Z axis (forward and backward) |
Size: 1
Type | Description | Behaviour |
---|---|---|
int | Controls bullet type | 0: Normal, 1: Bouncy projectile |
Size: 1
Type | Description | Behaviour |
---|---|---|
int | Regulates ammo penetration distance | Number of frames (-1) that the bullet penetrates the target if AmmoIsPenetration is set to 1. A value of 2 , for instance, results in the bullets penetrating for the first 3 frames of its lifespan, with a penetration distance of (1+2 )*AmmoSpeed |
Size: 2
Type | Name | Description |
---|---|---|
int | Buff type | 0: Health, 1: Wing Diver Energy (still possible in 5), 2: Defense, 3: Power |
Vector3 | Buff Stream Offset | Relative to model origin |
Size: 3
Type | Name | Description |
---|---|---|
float | Lock-on Speed | Lock-on speed modifier |
float | Lock-on Distance | Lock-on distance modifier |
int | Multi-Lock Capability | Allows for multiple locks on one beacon. 0: Disabled, 1: Enabled. TO DO: Test leviathan and other guide only missiles while set to 0. |
Size: 1
Type | Name | Description |
---|---|---|
Sound | Additional Hit Effect | A third sound that plays for every target hit. |
Note: This weapon technically has no AmmoClass, but its functionality is handled by Ammo_Customparameter!
Size: 4
Type | Description | Behaviour |
---|---|---|
Int | ? | Likely depreciated (Relic of 4.1) |
Int | ? | Likely depreciated (Relic of 4.1) |
Bombing Run Parameters | Bombing Run Parameters | Structure containing the bombing run's parameters, controls the bombing run. |
Struct | ? | Likely controls voice lines when run starts |
Size: 11
Type | Description | Behaviour |
---|---|---|
String | Bomber Type | Object to load that will perform the bombing run, as a path to an SGO. |
Int | Number of bombers per run | How many planes will perform the run. |
Int | Delay between aircraft | Delay, in frames, between each aircraft's run. |
Float | Altitude of aircraft | The height, relative to the bombing position, that each aircraft should fly at |
Float | Speed of aircraft | Speed the aircraft should be traveling at |
Float | ? | |
Float | ? | |
Float | Angle Offset? | Seems to change the starting direction when aiming the strike |
Int | Distribution type | 0:Linear, 1: Radial, 2:On same line(?) |
Struct | ? | |
Subprojectile | Subprojectile Node | Contains the parameters for the bomber's "Bombs" |
Used by weapons to describe certain parameters:
Size: 4~5
Type | Description | Behaviour |
---|---|---|
String | Recoil Animation | Defines the player animation to play when recoiling. |
Int? | Unknown | |
Int | Animation lock | If 1, the weapon will lock the player in to an animation, see Fang type sniper weapons. |
Float | Unknown | ? |
ptr | Optional Extra? | if given a ptr containing an int value of 1, enables laser sight |
Size: 7
Type | Description | Behaviour |
---|---|---|
String | Recoil Animation | Defines the player animation to play when recoiling. |
Int? | Unknown | |
Int | Animation lock | If 1, the weapon will lock the player in to an animation, see Fang type sniper weapons. |
Float | Unknown | ? |
Float | Unknown | ? |
Float | Unknown | ? |
Float | Unknown | ? |
Int | ChargeFlags | flags that control charge behaviour, 2: scales damage, 4: ???, 8: prevents the weapon from being used until fully charged, 16: scales the number of projectiles fired, 32: scales projectile speed, 64: ???, 128: scales accuracy, 256: also scale accuracy?, 512: ??? |
Size: 7
Type | Description | Behaviour |
---|---|---|
String | Recoil Animation | Defines the player animation to play when recoiling. |
Int? | Unknown | |
Int | Animation lock | If 1, the weapon will lock the player in to an animation, see Fang type sniper weapons. |
Float | Unknown | ? |
Float | Charge Scale Parameter? | Controls the intensity of the effect current charge has over the modified stats |
Float | Recoil Impulse | The amount of force applied to the user of the weapon |
Int | ChargeFlags | flags that control charge behaviour, 2: scales damage, 4: Projectile size and range?, 8: ???, 16: scales the number of projectiles fired, 32: scales projectile speed, 64: ???, 128: scales accuracy, 256: also scale accuracy?, 512: ??? |
Float | Unknown | At 1 it prevents decay, at 2 it makes the modified stat greater at lower charge levels |
Size: 9
Type | Description | Behaviour |
---|---|---|
String | Recoil Animation | Defines the player animation to play when recoiling. |
Int? | Unknown | |
Int | Animation lock | If 1, the weapon will lock the player in to an animation, see Fang type sniper weapons. |
Float | Unknown | ? |
ptr | Recoil | The first value of this ptr controls recoil. It's likely all parts of this control it to some degree. |
Float | Unknown | ? |
Float | Unknown | ? |
Int | Spool up time | Time, in frames, it takes for the weapon to spin up and begin firing. |
Sound | Spin sound | Sound effect to play while spinning up |
Each parameter is a small structure added to the customparameter structure, with an integer "id":
ID | Type | Description/Behavour |
---|---|---|
0 | float | Amount healed bonus, used by relief assistance equipment ( Heal items obtained: 2 = 100%, 1.25 = 25% ect ) |
1 | float | Pickup circle modifier. 100% is assumed, supplied values multiply this value and when applied the circle becomes always active |
2 | float | Speed Reduction when being hit modifier, float value of 0.00 gives the best result of 0% |
3 | float | Shield Durability Multiplier |
4 | ? | ? |
5 | float | Shield consumption modifier |
6 | float | Damage Reduction Rate, 100 for no damage to be applied to the player |
7 | float | Knockback Reduction Rate modifier |
8 | ? | ? |
9 | float | Recoil Reduction, float value of 0.00 gives the best result of 0% |
10 | float | Equipment Weight impact on speed, acceleration(confirmation?) |
11 | float | Equipment Weight impact on rotation speed, float value of 0.00 gives the best result of 0% |
12 | int | Enables multi-lock for lock on weapons, should have a value of 1 to enable |
13 | float | Lock on speed multiplier. |
14 | int | Blast wave knockdown immunity. |
15 | float | Walk/run speed modifier. |
16 | float | Lock on range modifier. |
17 | float | Shield Defense Angle, a value of 1 seems to give you the 'best' protection, |
100 | float | Dash speed (Ranger) modifier. |
101 | float | "Swirl Speed" modifier. |
102 | float | Dash acceleration modifier. |
103 | int | Speed Reduction During Dash (being hit) (a value of 1 seems to give you the 'best' protection, being 0% in the GUI) |
104 | float | Obstacle Destruction during dash setting. |
200 | float | Has 3 float values for its multipliers (Sideward, Forward, Backwards) Boost |
201 | float | Dash Cost, IF value is 0 has no cost, 1 is about 2% of the tank's energy |
202 | float | Affects directional control during gliding or flying, lower values reduce directional control |
203 | float | Flight speed control, 0 results in little movement |
204 | float | How high you can go, 0 not that high |
205 | float | Flight energy cost, 0 has no cost |
206 | float | Weapon Charge Speed |
207 | ? | ? |
208 | float | Passive Energy regeneration rate, 0 has no recharge |
209 | float | Emergency Energy regeneration rate |
210 | float | Unknow but is set at 4 on only the Big Bang Cores |
300 | int | Consecutive Dashes |
301 | int | Dash interval, |
302 | int | Consecutive Boosts |
303 | ? | ? |
304 | ? | ? |
305 | float | Horizontal Boost speed |
500 | float | Walk speed modifier. FOR FENCER |
Used by weaponlist.sgo
Size:
Type | Description | Behavior |
---|---|---|
String | Internal Name | Weapons internal name, doesn't seem to be used |
String | SGO File path | Path to the weapon sgo to load |
Int | Category | Category and Class this weapon belongs to. Refer to Weapon Categories |
Float | Drop rate | How rare this weapon is |
Float | Weapon Level | Weapon's level, determined by (level = value*25), level 4.0 = level 100 |
Int | Unlock Type | Method of unlocking. 0: Drops normally, 1: Given on new savegame, 3: Given as DLC |
Structure | Unknown | Probably related to star values |
Documentation of a weapon SGO (Note: For EDF 5. 4.1 shares most of this)
TODO: Document everything
Node Name | Description |
---|---|
AimAnimation | Name of the animation used while aiming |
AmmoAlive | How long the bullet should exist for, in frames. |
AmmoClass | Name of the bullet to use |
AmmoColor | Colour of the bullet |
AmmoCount | Maximum ammo for the weapon's clip |
AmmoDamage | Damage value of bullet |
AmmoDamageReduce | Damage falloff configuration |
AmmoExplosion | Explosive radius of bullet |
AmmoGravityFactor | Gravity value applied to bullet |
AmmoHitImpulseAdjust | Hit "force", how much it can knock physical objects away |
AmmoHitSe | Sound effect of bullet impact |
AmmoHitSizeAdjust | Adjusts projectile hitbox. (and hit effect size) |
AmmoIsPenetration | Boolean value that determines if the projectile can pierce enemies. |
AmmoModel | Path to the model the bullet should use. Not always needed |
AmmoOwnerMove | Scale of velocity to inherit from the player |
AmmoSize | Size of projectile |
AmmoSpeed | How fast the bullet travels |
Ammo_CustomParameter | Further configures bullet based on its class |
Ammo_EquipVoice | Voice line to play when equipping. Used by Air Raids |
AngleAdjust | Adjusts angles of weapon model? |
BaseAnimation | Name of the animation used when idle |
ChangeAnimation | Name of the animation used when swapping in/out |
EnergyChargeRequire | How much wing diver energy this weapon uses to reload |
ExtPrams | Used by fencer's Swing Speed or Charge Speed. |
FireAccuracy | Inaccuracy of weapon possibly in radians, 0 being perfect. |
FireBurstCount | How many shots in a burst. |
FireBurstInterval | Interval between shots in a burst |
FireCondition | Unknown? |
FireCount | Amount of projectiles per shot |
FireInterval | Fire rate. Amount of frames it takes to fire again |
FireLoadSe | |
FireRecoil | |
FireSe | Sound effect used by the weapon |
FireSpreadType | Type of spread: 0 - No pattern, 1 - Wide horizontal spread, 2 - Narrow horizontal spread, 3 - Broad vertical spread, 4 - Narrow vertical spread |
FireSpreadWidth | Width of spread |
FireType | An int. Most weapons are set to 0, but hand grenades and Wing Diver special weapons are set to 1. |
FireVector | Vector of firing |
LockonAngle | Determines the size of the lock-on square |
LockonFailedTime | |
LockonHoldTime | |
LockonRange | Range of target lock ability |
LockonTargetType | Type of lock on targeting to use |
LockonTime | |
LockonType | |
Lockon_AutoTimeOut | |
Lockon_DistributionType | |
Lockon_FireEndToClear | |
ModelConstraint | |
MuzzleFlash | Type of muzzle flash to use |
MuzzleFlash_CustomParameter | Parameters of muzzle flash |
ReloadAnimation | Name of the animation used when reloading |
ReloadInit | Controls how much the weapon will be loaded at the start of a mission. 1 is fully loaded. |
ReloadTime | Time, in frames, it takes to reload |
ReloadType | Type of reload. 0:Normal, 1:Wing diver style, 2:Credits |
SecondaryFire_Parameter | parameter of secondary fire, e.g. Zoom value |
SecondaryFire_Type | Type of secondary fire. 0:None, 1:Zoom, 2:Trigger |
ShellCase | Parameters defining ejected shell casings |
ShellCaseDischargeSe | |
ShellCase_CustomParameter | |
Sight_animation_model | |
WeaponIcon | Path of weapon icon dss. |
animation_model | Weapon's model |
custom_parameter | Configures weapon class |
name. | Name of weapon |
resource | Resources used by weapon. Not 100% needed by observation |
use_underground | Weapon can be used underground? |
xgs_scene_object_class | Classname of weapon. |
Size: 10
Type | Description | Behaviour |
---|---|---|
Float | Tilt/Steering resistance? | When set to 1 it becomes impossible to fall off, when set to 0 you cannot steer |
Float | Maximum Steering Angle | At 0 cannot steer, 70 default |
Float | Driving steering pushback | When set to a negative value of 15 inverts steering direction while driving, otherwise makes steering more/less difficult |
Float | unknown | unknown |
Float | Steering animation speed | higher number = faster turning initiation |
Float | Roll speed again? | unknown |
Float | unknown | unknown |
Float | unknown | unknown |
Float | unknown | unknown |
Float | unknown | unknown |
Size: 4
Type | Description | Behaviour |
---|---|---|
Struct | Orientation 1 | |
Struct | Orientation 2 | |
Float | Unknown | |
Float | Follow Speed |
- xgs_scene_object_class : Weapon_ImpactHammer
- custom_parameter :
- int : time to charge
- string : animation name
- float : animation speed multiplier
- float : damage multiplier
- float : ammo size multiplier
- float : Ammo time to live multiplier
- string : Ammo Class name
Ammo[0] 星5値
Ammo[1] ?→data display type
Ammo[2] ?→savedata position
Ammo[3] ★の星値(5以上?)&存在する星の数-1
Ammo[4] 星0での悪化割合 減少で悪化なら[0]に-、増加で悪化なら[0]に+する
Ammo[5] 星変動係数
AmmoDamageReduce[0] 最低威力割合 1.0なら減衰なし
AmmoDamageReduce[1] 減衰係数
AmmoAlive 弾丸寿命
AmmoCount 弾数
AmmoDamage ダメージ
AmmoExplosion 爆破範囲
AmmoSpeed 弾速
ReloadTime リロード
FireCount 同時発射数
FireInterval 連射速度
ExtPrams 振り速度?
FireAccuracy 精度
LockonAngle ロック範囲? ではなさそう
LockonFailedTime 途中でロックが外れたときの猶予?
LockonHoldTime ロック後の保持時間?
LockonRange ロック距離
LockonTime ロック時間
game_object_drop_item ドロップアイテム数
精度星5
モンスーンM3 B- 0.07
ゴリアスZD A 0.01
プロミM1 ロック距離 星0悪化0.6 係数0.9
プロミM1 ロック時間 星0悪化0.9 係数1.5 570 300
"type": "float",
"name": "AmmoSpeed",
"value": 0.20000000298023224 //点火前弾速
},
{
"type": "ptr",
"name": "Ammo_CustomParameter",
"value": [
{
"type": "int",
"value": 0
},
{
"type": "int",
"value": 1
},
{
"type": "int",
"value": 100
},
{
"type": "ptr",
"value": [
{
"type": "float",
"value": 0
},
{
"type": "float",
"value": 0
},
{
"type": "float",
"value": -0.05000000074505806
}
]
},
{
"type": "float",
"value": 0.07999999821186066 //点火後の加速度
},
{
"type": "float",
"value": 0
},
{
"type": "float",
"value": 8 //点火後の最高速度
},
{
"type": "ptr",
"value": [
{
"type": "int",
"value": 15 //点火までの時間
},
{
"type": "float",
"value": 0.949999988079071
}
]
},
{
"type": "int",
"value": 0
},
{
"type": "int",
"value": 0
},
{
"type": "ptr",
"value": null
},
{
"type": "ptr",
"value": [
{
"type": "int",
"value": 0
},
{
"type": "string",
"value": "weapon_Ranger_ML_go_Medium"
},
{
"type": "float",
"value": 0.4000000059604645
},
{
"type": "float",
"value": 0.6674200296401978
},
{
"type": "float",
"value": 1
},
{
"type": "float",
"value": 100
}
]
}
]
},
ガイストGも同様のパラメータがあった。
"type": "int",
"name": "Modifier",
"value": 10 //→5(GD)
},
{
"type": "float",
"value": 0.20000000298023224 //→0.10000000149011612(GD)
}
以上はライトニングボウZA。この部分をGDに置き換えたら反射するようになった。
"type": "string",
"name": "WeaponIcon",
"value": "app:/weapon/icon/none"
},
{
"type": "ptr",
"name": "custom_parameter",
"value": [
{
"type": "ptr",
"value": [
{
"type": "ptr",
"value": [
{
"type": "int",
"value": 15 //歩行速度
},
{
"type": "float",
"value": 6.0 //6.0倍
}
]
},
{
"type": "ptr",
"value": [
{
"type": "int",
"value": 14 //爆発物ダウン
},
{
"type": "float",
"value": 1 //爆発物でダウンしない
}
]
},
{
"type": "ptr",
"value": [
{
"type": "int",
"value": 1 //アイテム回収範囲
},
{
"type": "int",
"value": 2000 //回収範囲2000倍
}
]
}
]
}
"type": "ptr",
"name": "Ammo_CustomParameter",
"value": [
{
"type": "int",
"value": 1
},
{
"type": "int",
"value": 1
},
{
"type": "int",
"value": 200
},
{
"type": "ptr",
"value": [
{
"type": "float",
"value": 0
},
{
"type": "float",
"value": 0
},
{
"type": "float",
"value": -0.05000000074505806
}
]
},
{
"type": "float",
"value": 1
},
{
"type": "float",
"value": 0.30000001192092896
},
{
"type": "float",
"value": 2
},
{
"type": "ptr",
"value": [
{
"type": "int",
"value": 45 //ミサイルが点火するまでの時間。MLRA-TWは10
},
{
"type": "float",
"value": 0.9900000095367432
}
]
},
{
"type": "int",
"value": 60
},
{
"type": "int",
"value": 0
},
{
"type": "ptr",
"value": [
{
"type": "float",
"value": 0.25
},
{
"type": "float",
"value": 0.25
}
]
},
{
"type": "ptr",
"value": [
{
"type": "int",
"value": 0
},
{
"type": "string",
"value": "weapon_Ranger_ML_go_Medium"
},
{
"type": "float",
"value": 0.6309999823570251
},
{
"type": "float",
"value": 1.189210057258606
},
{
"type": "float",
"value": 1
},
{
"type": "float",
"value": 50
}
]
}
]
},
"type": "ptr",
"name": "Summon_CustomParameter",
"value": [
{
"type": "string",
"value": "app:/Object/v508_transport.sgo"
},
{
"type": "string",
"value": "app:/object/v509_transportbox.sgo"
},
{
"type": "string",
"value": "app:/Object/v504_begaruta_white.sgo"
},
{
"type": "ptr",
"value": [
{
"type": "ptr",
"value": [
{
"type": "float",
"value": 65 //耐久倍率
},
{
"type": "float",
"value": 25 //攻撃力倍率
}
]
},
{//ここから 下半身関係のステータス
"type": "ptr",
"value": [
{
"type": "float",
"value": 8 //歩行最大速度
},
{
"type": "float",
"value": 0.009999999776482582 //歩行加速度
},
{
"type": "float",
"value": 10//65(アサルト)
},
{
"type": "float",
"value": 0.009999999776482582//0.10000000149011612(アサルト)
}
]
},
{
"type": "ptr",
"value": [
{
"type": "float",
"value": 10//40(アサルト)
},
{
"type": "float",
"value": 1//3(アサルト)
},
{
"type": "float",
"value": 25//60(アサルト)
},
{
"type": "int",
"value": 760//240(アサルト)
},
{
"type": "float",
"value": 0.3400000035762787//0.5400000214576721(アサルト)
},
{
"type": "int",
"value": 40//80(アサルト)
}
]//ここまで
},
{//ここから 上半身関係のステータス
"type": "ptr",
"value": [
{
"type": "ptr",
"value": [
{
"type": "float",
"value": 120//90(アサルト)
},
{
"type": "float",
"value": 0.019999999552965164//0.10000000149011612(アサルト)
},
{
"type": "float",
"value": 0.019999999552965164//0.10000000149011612(アサルト)
}
]
}
]
},//ここまで