Radius Property

Usage:
   ObjectTemplate.Radius number

Argument values:

argument 1:    range is 0 to 100; most commonly 20

Description: Depending on the type of object, Radius can mean different things.

For ControlPoint objects (i.e., flags), the radius determines how close a soldier must be to affect the flag. See DisableIfEnemyInsideRadius, DisableWhenLosingControl, LoseControlWhenEnemyClose, LoseControlWhenNotClose, TimeToGetControl, TimeToLoseControl.

For SupplyDepot objects, it gives the range of influence of the resupply object (ammo box, repair pad, medical locker).

For Projectile objects such as bombs, it is how far the blast extends, with the blast's effect dropping off linearly with distance. Specifically, damage falls off linearly with distance from the center of the explosion, going to zero at its Radius. The term is simply (1 - distance/radius). For example, say an explosive pack was put 1.2 meters from center of a vehicle. The damage from the explosion is then multiplied by (1 - 1.2/4), or 0.7. See the Damage Tutorial for more information.

The ExplosionRadius is used to set the radius of effect when a vehicle blows up. Other radius properties of interest: DetectionRadius, DisableIfEnemyInsideRadius, SetEntryRadius, TriggerRadius, UseButtonRadius.

Used in object types (and how often in each type): ClusterProjectile (100%), ControlPoint (100%), EntryPoint (1%), Flag (100%), FlagBase (100%), ObjectSpawner (1%), Projectile (44%), SupplyDepot (100%)

Used in a total of 256 .con files: Controlpointtemplates.con, Ctf.con, Init.con, Objects.con, Objectspawntemplates.con, Projectile.con, Weapons.con

Parent directories of these .con files: objects/Vehicles, objects/MOVE_FILES, objects/Items, objects/HandWeapons, objects/Buildings, Bf1942/Levels

Example: (from objects/Vehicles/Sea/Elco80/Weapons.con)
   rem *******************************
   rem *** PTBoatTorpedo ***
   rem *******************************
   rem *** PTBoatTorpedo ***
   ObjectTemplate.Create Projectile PTBoatTorpedo
   ObjectTemplate.Geometry Torpedo_Sml_M1
   ObjectTemplate.SaveInSeparateFile 1
   ObjectTemplate.TimeToLive CRD_NONE/20/0/0
   ObjectTemplate.EndEffectTemplate WaterExplosionTorpedo
   ObjectTemplate.GravityModifier 1.0
   ObjectTemplate.HasMobilePhysics 1
   ObjectTemplate.HasCollisionPhysics 1
   ObjectTemplate.HasCollisionEffect 1
   ObjectTemplate.HasResponsePhysics 1
   ObjectTemplate.SetHasPointPhysics 0
   ObjectTemplate.DetonateOnWaterCollision 0
   ObjectTemplate.Drag 0.04
   ObjectTemplate.Mass 200
   ObjectTemplate.Material 250
   ObjectTemplate.Radius 30
   rem -------------------------------------------------
   ObjectTemplate.AddTemplate e_WaterTorpedo
   ObjectTemplate.SetPosition 0/0/0
   ObjectTemplate.SetRotation 0/0/0
   ObjectTemplate.AddTemplate Shallow_Torpedo_Floater
   ObjectTemplate.SetPosition 0/3/-2
   ObjectTemplate.SetRotation 0/0/0
   ObjectTemplate.AddTemplate Shallow_Torpedo_Floater
   ObjectTemplate.SetPosition 0/3/2
   ObjectTemplate.SetRotation 0/0/0
   ObjectTemplate.AddTemplate Shallow_Torpedo_Engine
   ObjectTemplate.SetPosition 0/0/-3
   ObjectTemplate.SetRotation 0/0/0
   ObjectTemplate.AddTemplate Torpedo_Wing
   ObjectTemplate.SetPosition 0/0/-3
   ObjectTemplate.SetRotation 0/0/0
   ObjectTemplate.AddTemplate Torpedo_Wing
   ObjectTemplate.SetPosition 0/0/-3
   ObjectTemplate.SetRotation 0/0/-90


Go to the ObjectTemplate properties list page, ObjectTemplate page, All Properties list, or Main scripting page.