Pawn.ini

Topics regarding Scripting with Reality Factory
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aitina
Posts: 7
Joined: Wed Apr 29, 2009 10:04 pm
Location: FRANCE

Pawn.ini

Post by aitina »

Hello World :D

Have you autes simple examples on pawn.ini? :?

The site of "Coding AndyCR's Kitchen" is well to explain the beginning. :)


Thank you

best regards
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metal_head
Posts: 1244
Joined: Sat Jan 05, 2008 8:31 pm
Location: Bulgaria,Sofia
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Re: Pawn.ini

Post by metal_head »

Well if I've understood correct you want a full explanation and reference on the Pawn.ini file, right?
Well, it's all in the documentation, comming with RF, here:
Pawn.ini
The details of the Pawn's actor are defined in a file called Pawn.ini, which is stored in the install folder. Each Pawn type is defined by a section in the file defined by enclosing its name in square brackets. A Pawn type called 'BigRat' would be defined by a section like the following:

[BigRat]
actorname = rat.act - name of actor to use
actorrotation = 0 180 0 - rotation, in degrees to stand actor up
actorscale = 1 - scale of actor
actoralpha = 255 - initial alpha of actor, default is 255
animationspeed = 1 - multiplier for speed of actor animation
fillcolor = 255 255 255 - color of actor
ambientcolor = 255 255 255 - brightness of actor
subjecttogravity = true - true if subject to gravity
boundingboxanimation = idle1 - name of animation used for bounding box
shadowsize = 0 - size of shadow bitmap
shadowalpha = 128 - transparency of shadow bitmap
shadowalphamap = shadowalpha.bmp - name of alpha bitmap for shadow
shadowbitmap = shadow.bmp - name of bitmap used as shadow
projectedshadows = false - whether this pawn casts a projected shadow or not
stencilshadows = false - whether this pawn casts stencil shadows or not
icon = man.bmp - name of the bitmap used as the conversation icon
environmentmapping = true - if true then apply environment mapping to actor material
allmaterial = true - if true apply environment mapping to all actor materials
percentmapping = 75 - percentage of mapping to apply to material (0 to 100)
percentmaterial = 75 - percentage of material to use while mapping

icon is optional and is used to identify the Pawn on the conversation screen. It uses color 255 as the transparent color. The file is supposed to be located in the conversation subfolder in the bitmaps directory

If environmentmapping is set to true and allmaterial is false then only those actor materials whose name starts with 'env_' will have environment mapping applied to them.

If actoralpha is not specified a value of 255 is used.

To make a Pawn with no bounding box and that is invisible (used for camera movement) use

boundingboxanimation = nocollide

Shadows are disabled for Pawns of this type.

See the document on Pawn Scripting for details on controlling the Pawn at run time.

Pawn Weapons
You can define weapons in the Pawn.ini file that can be attached to the Pawn actor similar to the 3rd person weapons for the player. These weapon actors must have the same skeleton as the Pawn actor and require no animations, as they are animated by the Pawn actor's current animation. A Pawn weapon called '9mmAR' would be defined as follows

[9mmAR]
actorname = 9mmar.act - name of actor to use
actorrotation = 0 180 0 - rotation, in degrees to stand actor up
actorscale = 1 - scale of actor
fillcolor = 255 255 255 - color of actor
ambientcolor = 255 255 255 - brightness of actor
type = weapon
environmentmapping = true - if true then apply environment mapping to actor material
allmaterial = true - if true apply environment mapping to all actor materials
percentmapping = 75 - percentage of mapping to apply to material (0 to 100)
percentmaterial = 75 - percentage of material to use while mapping

If environmentmapping is set to true and allmaterial is false then only those actor materials whose name starts with 'env_' will have environment mapping applied to them.

Accessories
You can define accessories in the Pawn.ini file that can be attached to the other actor similar to the 3rd person weapons for the player. These accessory actors must have the same skeleton as the actor they get attached to and require no animations, as they are animated by the actor's current animation. The definition is the same as for Pawn weapons except for the type value which has to be accessory
Hope this helps :)
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