View Single Post
Old 02-05-10, 09:39 AM   #5
audessy
Electrician's Mate
 
Join Date: Dec 2008
Posts: 133
Downloads: 132
Uploads: 0
Default

So far this is what I've learned about the functions in the Zones.cfg file. I figured why not put this out there so a poor sob like I was 2 days ago could just search and learn.


Multiplier= Hitpoints times this number= damage to the hull. Good for explosives like fuel tanks and ammo bunkers. Not a antenna...
Flotability= Not sure of the formula. But at 100 if it's filled you're on a quick trip to the bottom.
HitPoints= The maximum amount of damage this object can take before it's destroyed. It appears that it also affects repair times.
Destructible= The destroyed model for this equipment will show if it's set to yes. If there is one.
Armor Level= HE shells do little to no damage unless their AP value is higher than this number.
Critic Flotation= Untested. But I'm pretty sure this is a multiplier vs flotation when there has been a critical hit.
Critical= If set to "No" then the equipment cannot be critted.
Critical Chance= The chance to be critted.
Father= Where the object belongs. IE: Antennas belong on the Tower.
FloodingTime= The time in seconds it takes to fully flood if left unattended.
CargoType= If set to "fuel" you will lose fuel if this is destroyed. Likewise with ammo.
audessy is offline   Reply With Quote