Scripting Help for LOSP Alpha 9.0
2004-02-24


Time is always counted in seconds.
Length is always counted in pixels.
Colors are in Red, Green, Blue (RGB), where each color component is between 0 and 255.
Files can be found anywhere in the Data folder if it's not hidden.

* - Added in Alpha 9.0


.lwn - Liero Weapon

Name                = Name of the weapon that will be shown in game, can include spaces.
Ammo                = How many times you can fire before clip is depleted and it will be reloaded.
Sound               = File name of the sound that will be played when the weapon is fired.
Recoil              = How much you fly back when you fire.
MuzzleFire          = How long time the fire cone will be shown.
Delay               = Time it takes before next bullet can be fired in same clip.
LoadingTime         = Time it takes to reload an empty clip.
PlayReloadSound     = 1 will play the reload sound when the weapon is reloaded and 0 will not (default 1). 
ReloadCount         = How many times you can reload with this weapon, -1 is infinity which is default.
PassiveReload       = 1 will reload the weapon even if it isn't selected, 0 will only reload if the weapon
                        is selected. (default 0).
*AutoReloadInterval = How often to automatically add 1 ammo to the weapon (default -1)
LaserSight          = 1 will have laser sight and 0 will not. Laser sight is red dotted beam (default 0).
SightHighlight      = 1 will have sight highlight and 0 will not. Sight highlight is green sight (default 0).
LaserSightColor     = Color of the lasersight (default 255, 0, 0).
LaserBeam           = Weapon is a beam if 1, and 0 is not (default 0).
                        Beam will be shown all the time you hold down fire button and have energy left
                        in the clip.
LaserBeamColor      = Color of the beam.
LaserBeamMaxLength  = How long the beam max shows, default is -1.0 which is infity long.
LeaveShell          = How often casings will be dropped when you shoot,
                        Where 0 is never and 1 is on every shot, se eg 0.2 is 20% chance of each shot.
LeaveShellDelay     = How much time after you shoot that the casing will be dropped.


.lob - Liero Object

Name            = Name of the object.

StartSprite         = Name of the sprite and start frame number, separated with a dot (eg 7x7.10).
EndSprite           = Name of the sprite and end frame number.
AnimationType       = How the animation will be displayed: Normal, Dir, Bullet.
                        Dir is used for rotating objects like grenades.
                        Bullet is one pixel instead of image.
AnimateOnGround     = If the object will continue to animate when it reach ground, default 1.
SpriteDelay         = How long time each frame will be shown (default 0.114 (8/70)).
LoopAnimation       = If the animation should be looped (only for AnimationType = Normal), 1 = loop,
                        0 = stop at last frame, default 0.
Color               = Color of a Bullet, can be any amount of colors, just as long as each channel is
                        separated by comma (like "(R1, G1, B1), (R2, G2, B2), ...").
UseSkinColors       = If the object will use same color as the player.

Gravity         = How much the gravity affects the object.
Friction        = Air movement friction, less than 1 will slow it down,
                    more will make it accelerate exponential (default 1.0).
Bounce          = How much speed that will be lost in each bounce.
BounceFriction  = How much angle friction that will be lost in each bounce.

RepeatPhysics   = Makes the object move faster but still as accurate (eg. 10 for rifles and 1000
                    for laser).

Behaviour           = Can have values Normal, FakeDir, RealDir, Steerable.
                        Normal will use the setting of AnimationType.
                        FakeDir is for objects that are directed depending on the aim angle.
                        RealDir is like FakeDir but includes more functionality.
                        Steerable is like RealDir but you can steer the object left and right.
*FullDirectionArc   = If 1, for Behaviour = FakeDir or RealDir, the first frame means angle 0 (like
                        for Behaviour = Steerable), default 0).
AimSpeed            = How fast the steerable object will move.
SteerSpeed          = How much you can change the angle of a steerable object.
Acceleration        = How much the object will change in velocity each frame,
                        adds to the speed, fricion multiplies the speed.
                        When object is steerable this variable how much you can speed up when
                        holding up.

LandAction          = Can be Explode, Remove, or None (default None).
AffectByExplosions  = If 1 it will be explode if it is hit by an explosion, 0 will not (default 0).

WormAction              = Can be Explode, Remove, or None (default None).
WormDetectRange         = How far away from the object mid point it will trigger a worm hit (default 0).
WormDirectHitDamage     = How much damage the worm will take when hit.
WormDirectHitDamageVar  = How much the direct damage will variate.
WormHurtSelf            = If the projectile can hit yourself, default is 1.
*WormSelfAction         = If defined, decides what action to perform when the object
                            hits the worm that spawned it.
WormBlood               = How much blood that the worm will spawn when it is hit.
WormBlowAway            = How much worms will be blown away when they are hit.
WormBlowAwayVar         = How much the blow away will variate.

ObjectBlowAway          = How much objects will be blown away when they are hit.
ObjectBlowAwayVar       = How much the blow away will variate.
ObjectDetectRange       = How far away from the object mid point it will trigger a object hit (default 2).


TimeToExplosion             = After how long time after the object have been spawned it will be removed.
TimeToExplosionVariation    = Time variation of the remove time.

ExplosionSound      = What sound effect that will be played when the object explodes.

LevelEffect         = Name of the level effect the object will spawn.

.lle

Name                = Name of the effect.

FirstSprite         = First texture frame.
LastSprite          = Last Texture frame.
MaskSprite          = Frame number of the mask.
DrawBackground      = If the mask will add to background.
DrawOnBackground    = If the mask will remove background.



New Object (this can be inserted in an Object to make it spawn up to
    5 object types when it explodes)

# can be either A, B, C, D, or E.


Object#         = Name of the object that will be spawned.
Distribution#   = How much the angle and speed will vary when objects is spawned.
Parts#          = How many of the object that will be spawned.
PartsVar#       = How much the amount of parts will variate.
Speed#          = For ScatterType = Surround, the absolute speed of the children.
                    For other ScatterTypes, the amount of speed carried on from
                    the parent to the child (eg. 1 = the same speed as parent).
SpeedVariation# = How much the start speed will vary.
Distance#       = How far away the object will be spawned.
OverrideColor#  = If spawned object is a pixel the color can be overridden.
AffectByWorm#   = If 1 object is affected by the movement of the object it's fired from, 0 is not (default 1). 
ScatterType#    = "Forward" will make the parts moves forward, "Surround" will be in every direction (which is default).
                    *"Custom" will use the 4 settings below to fire the object in a custom direction.
                    
*BaseSpeed      = The base speed of the child.
*BaseAngle      = The base angle of the child.
*AddParentAngle = If 1, the angle of the parent is added to the child.
*AngleSpread    = Adds a random value between -AngleSpread..AngleSpread to the angle of the child.

Trail

# can be either A, B, C, D, or E.


Trail#              = Name of the trail
TrailInterval#      = Time between each trail.
TrailParts#         = How many parts that will be spawned each time.
TrailPartsVar#      = How much the amount of parts will variate.
TrailDistance#      = How far away the trail will be spawned.
TrailDistribution#  = How much spread of the trail.
TrailInfluence#     = How much of the speed from the old object the trail will have.
