Nebula
Creates a GameObject that can have many different effects on nearby units.
Nebulae are unselectable in-game.
The game will crash immediately if more than 13 different Nebulae GameObject ODFs are placed on a map.
classlabel = "nebula_obj"
Table of Contents
- Stock ODF Commands
- disableWeapons
- disableShields
- disableCrew
- disableSensors
- disableCloak
- hideContents
- damageValue
- lifeTimer
- regenValue
- repairValue
- clearEffects
- damageVariance
- damageThreshold
- damageCrewModifier
- damageHullModifier
- craft_speed_coefficient
- craft_max_speed_fraction
- craft_speed_limit
- min_speed_change
- speed_change_period_divisor
- speed_change_range
- one_in_n_chance_of_light_source
- red_glow
- green_glow
- blue_glow
- red_glow_range
- green_glow_range
- blue_glow_range
- glow_falloff_start
- glow_falloff_range
- nebulaType
- pathing_cost
- addToPathPlanner
- canWeBuildInHere
Stock ODF Commands
disableWeapons
Boolean, Default: FALSE
When set to true (1), the weapon subsystem of units within the area of effect of the Nebula is disabled.
disableShields
Boolean, Default: FALSE
When set to true (1), the shield subsystem of units within the area of effect of the Nebula is disabled, lowering the shields.
disableCrew
Boolean, Default: FALSE
When set to true (1), the lifesupport subsystem of units within the area of effect of the Nebula is disabled leading to crew loss.
disableSensors
Boolean, Default: FALSE
When set to true (1), the sensor subsystem of units within the area of effect of the Nebula is disabled.
disableCloak
Boolean, Default: FALSE
When set to true (1), the cloak subsystem of units within the area of effect of the Nebula is disabled.
hideContents
Boolean, Default: FALSE
When set to true (1), units within this Nebula are hidden from the sensors of enemy units that are outside. This affects targeting as well, such that weapons that have needTarget = 1 and targetLocation = 0 (default) will always miss targets within the Nebula when fired from outside of it.
damageValue
Float, Default: 0.0
Determines the amount of damage dealt per second to units within the area of effectRadius of the Nebula.
lifeTimer
Float, Default: 0.0 *
The length of time in seconds the GameObject remains before being removed. If set to zero the Nebula is permanent.
* Note, if changed to a non-zero value, the game will crash when that time is reached.
regenValue
Float, Default: 1.0
Modifies the shieldRate of a Craft by this value (1.0 = 100%). Values between -1.0 and 1.0 do not modify the shieldRate.
repairValue
Float, Default: 1.0
Modifies the Craft's subsystem repair rates by this value (1.0 = 100%).
clearEffects
Boolean, Default: FALSE
When set to true (1), this Nebula will remove all timed, non-subsystem disabling effects on a GameObject (i.e. removes the effects of PsionicInsanity, but not those of the PositronicJammer). Such removed effects include all Weapons added as extraWeapons, the SleeperAgent Weapon, RomulanSpy, GravityMine, ComputerOverride and other Ordnances.
damageVariance
Float, Default: 0.0, Pair Array
Sets the random variation in damage per shot as defined by damageBase plus or minus the damageVariance.
damageVariance = 10
"monsoon.odf" 3
"shrike.odf" 4.4
damageThreshold
Float, Default: 0.0, Pair Array
The damage threshold per shot which must be exceeded to cause crew casualties prior to shield exhaustion.
Note that this command is affected by the RTS_CFG.h SHIELD_DAMAGE_PROTECTION command and by the Craft shieldProtection ODF command: if the Craft is fully protected by its shields, damageThreshold will have no effect.
damageThreshold = 60
"neghvarY.odf" 100
damageCrewModifier
Float, Default: ???
???
damageHullModifier
Float, Default: ???
Modifies the amount of damage that causes crew death. ???damageHullModifier seems to get crew killed quicker when high (turned to 100 and killed all the sovvies crew in a couple of seconds)...
Note that this command is affected by the RTS_CFG.h SHIELD_DAMAGE_PROTECTION command and by the Craft shieldProtection ODF command: if the Craft is fully protected by its shields, damageHullModifier will have no effect.
craft_speed_coefficient
Float, Default: 1.0 ???
Modifies how rapid deceleration of a Nebula to the craft_max_speed_fraction is by this fraction...??? -1 is unlimited speed limit...
craft_max_speed_fraction
Float, Default: 1.0 ???
Modifies the maximum impulse speed of the vessel while in the area of effect of the Nebula by this fraction (1.0 = 100%).
craft_speed_limit
Float, Default: ???
// How do we slow down ships? (coefficient is a multiple, speed limit
// is a cap; set speed limit to -1 to have an unlimited speed limit)
min_speed_change
Float, Default: ???
The minimum frequency at which the pulsating light of the Nebula changes.
min_speed_change = 0.5
speed_change_period_divisor
Float, Default: ???
The amount of change per step?
speed_change_period_divisor = 0.6
speed_change_range
Float, Default: ???
Adds to the min_speed_change to get the maximum frequency at which the pulsating light of the Nebula changes.
speed_change_range = 0.8
one_in_n_chance_of_light_source
Integer, Default: 1 ?
Sets the probability of getting a light source on GameObjects of this type.
one_in_n_chance_of_light_source = 3 // 1 out of 3 will give a light source.
red_glow
Float, Default: ???
The intensity of red glow of the Nebula, from 0.0 to 1.0.
green_glow
Float, Default: ???
The intensity of green glow of the Nebula, from 0.0 to 1.0.
blue_glow
Float, Default: ???
The intensity of blue glow of the Nebula, from 0.0 to 1.0.
red_glow_range
Float, Default: ???
The variance in the intensity of the red_glow.
green_glow_range
Float, Default: ???
The variance in the intensity of the green_glow.
blue_glow_range
Float, Default: ???
The variance in the intensity of the blue_glow.
glow_falloff_start
Float, Default: ???
How far from the center of the GameObject before the intensity of the glow begins to drop off.
glow_falloff_range
Float, Default: ???
How far from glow_falloff_start before intensity of the glow is zero (at glow_falloff_range + glow_falloff_start the intensity of the light is zero).
nebulaType
Integer, Default: ???
Determines what type of nebula for certain pathing purposes (???). Seems to affect whether the AI will send vessels into the nebula, and how Search and Search and Destroy commands treat nebulae (tends to go around 1+2, and thru the other ones).
1+2 = events.dat
EnteringDangerousNebula
NebulaDeathImminent
1 = Radioactive
2 = Metreon
3 = Mutara
4 = Metaphasic
5 = Cerulean
pathing_cost
Integer, Default: ???
Appears to have no effect. Perhaps overridden entirely by RTS_CFG.h NEBULAE_PATHING_SAFETY_COEFFICIENT command.
Original comments: how expensive to path through (if give a movement order, how likely that will go through the nebula 1 = EMPTY SPACE ...??? pathing_cost = 400.... 2000 seems highest but it's not?
addToPathPlanner
Boolean, Default: TRUE
When set to false (1), the Nebula will not generate a footprint (length / 2 is equivalent to the effectRadius of the Nebula) and GameObjects can therefore be built within the Nebula. When true, a square footprint is placed with length/2 equivalent to the effectRadius of the Nebula.
Note that pathing effects are overridden when addToPathPlanner is set to false and thus all GameObjects will not plan a path around the Nebula when the Nebula is in the unit's way.
canWeBuildInHere
Boolean, Default: FALSE
When set to true (1), the Nebula will not generate a footprint (length / 2 is equivalent to the effectRadius of the Nebula) and GameObjects can therefore be built within the Nebula. When false, a square footprint is placed with length/2 equivalent to the effectRadius of the Nebula.
Note that canWeBuildInHere is considered true when addToPathPlanner is false and thus structures can always be built in the effectRadius of the Nebula.