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ifo-file.md

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Ifo File

To work with .ifo files a simple text editor can be sufficient, especially when you just want to delete an entry or resize the BuildBlocker for example. However for everything else Blender + Anno Addon is recommended to avoid going crazy.

In Blender:

  • Cuboids: do not Ctrl A All Transforms before export
  • Planes: do Ctrl A All Transforms before export

Cuboids

Cuboids mostly appear as <Dummy> which only distinguish by their <Name> (see exceptions) and are fully determined by their <Position>, <Rotation> and <Extent> (related to their center point).

Click to expand: Code Example
<Dummy>
		<Name>transporter_spawn</Name>
		<Position>
			<xf>1.189299</xf>
			<yf>0.000000</yf>
			<zf>3.588088</zf>
		</Position>
		<Rotation>
			<xf>0.000000</xf>
			<yf>0.703321</yf>
			<zf>0.000000</zf>
			<wf>-0.710925</wf>
		</Rotation>
		<Extents>
			<xf>0.100000</xf>
			<yf>0.100000</yf>
			<zf>0.100000</zf>
		</Extents>
</Dummy>
  • All names with an appended _ usually have consecutive digits starting at 0
  • All names with an appended _01 continue with 02, 03 and so on
  • Names with 01, 02 but without _ are fixed names, so sth like railroad03 would not work
Name Tag Usage assets.xml
BoundingBox BoundingBox includes the whole cfg
MeshBoundingBox MeshBoundingBox includes the mesh geometry
HitBox IntersectBox asset is highlighted during mouse-over and considered being selected for tool-bar actions
infolayer Dummy position of InfoLayerIcon such as 'Missing Workforce' enable with <Infolayer />; template: InfoLayerIcon
transporter_spawn Dummy position of factory transporters in idle mode / before first move HideTransportersBeforeTheyMove=1
quest_spawn_ Dummy position where QuestObjects are spawned (for special quests like campaign there are other names like campaign_demolition_quest_spawn enable with <QuestObject />; Quests: Name can be used in ContextMarkerName
DamageImpact Dummy when damaged (incidents or weapons) but not ruined: area where mesh shows damage
harbourblock01 Dummy blocks harbour area infront of buildings; minimum size is 5x5 tiles: x/z axis => 0 to 0.49 == 5 tiles; 0.5 to 0.99 == 6 tiles etc.
docklandsmodule01 Dummy blocks harbour area infront of buildings; minimum size is 3x3 tiles x/z axis => 0 to 0.49 == 3 tiles; 0.5 to 0.99 == 4 tiles etc.
loadingpier01 Dummy docking position for ships; use loadingpier02 for a 2nd pier configure in <LoadingPier>
loadingpier_air Dummy docking position for airships configure in <LoadingPier>
hit_metal_ Dummy when hit by weapons: trigger metal sound / visuals linked in projectile assets
hit_wood_ Dummy when hit by weapons: trigger wooden sound / visuals linked in projectile assets
hit_bricks_ Dummy when hit by weapons: trigger brick sound / visuals linked in projectile assets
hit_concrete_ Dummy when hit by weapons: trigger concrete sound / visuals linked in projectile assets
expl_01 Dummy when hit by weapons: area with explosion effects can be defined in <ExplosionEffects>
warflag Dummy a war flag is spawned at this position when island is at war
hpbar Dummy when being attacked: position of current hitpoints bar
FireDummy Dummy position of fire (if no .fc file)
railroad01 Dummy connection to rails; use railroad02 for another one HasBuildingBaseTiles=1 to remove them after asset was destroyed / moved; AllowCodeToControlRotation=0 if they are not centered relative to the building
railroadbase01 Dummy mandatory use with railroad01 / railroad02
mining_ground Dummy WorkAreaPath starts here <WorkAreaPathSnapDummy>
mining_mountain Dummy WorkAreaPath ends here <WorkAreaPathSnapDummy>
irrigation_connector Dummy for water source: connection to irrigation canals
watersupply_connector Dummy for water consumer: connection to irrigation canals
slot_station Dummy start position for river channel BezierPath / StartPositionDummyName
turret_ Dummy position of a turret configure in <Turrets>
shootTurret_ Dummy turrets: position of muzzle effects / projectile configure in <MuzzleEffectAssets> / <ProjectileAsset>
shootLeft_ Dummy cannons: position of muzzle effects / projectile configure in <MuzzleEffectAssets> / <ProjectileAsset>
shootRight_ Dummy cannons: position of muzzle effects / projectile configure in <MuzzleEffectAssets> / <ProjectileAsset>
shootFront_ Dummy cannons: position of muzzle effects / projectile configure in <MuzzleEffectAssets> / <ProjectileAsset>
WorkforcePier Dummy connection for workforce transfer ships enable with <WorkforceConnector />
VisitorPier Dummy connection for tourist ships enable with <VisitorPier />
ShipEntrance Dummy ? some kind of anchor for incoming visitor / workforce ships ?
SpecialistSpawn Dummy should spawn a clickable specialist on arrival (not used anymore?)
BoardingDummy_ Dummy on ship arrival: feedbacks walk towards island configure in HarborWaterConfig
DisembarkDummy_ Dummy on ship arrival: feedbacks walk towards ship configure in HarborWaterConfig
TouristIdleDummy_ Dummy visitors gather here until ship arrival if the "Tendency" is negative
special_feedback_loading Dummy spawn point for fishing ship configure in <FisheryConfig> (per region)
nextFloor Dummy indicates position of the next floor level for skyscrapers
backside_rect Dummy indicates the backside of a train wagon; important for directional coupling
frontside_rect Dummy indicates the frontside of a train wagon; important for directional coupling
bird_land01 Dummy birds can land here
speaker_ Dummy ? Anarchist loudspeaker audio ?
joint_back Dummy ? used in several vehicles with trailers ?
GeneratedItemSlot Dummy ? does nothing; used for coastal_01, food_01, factory_06, workshop_06; institution_02 ?
EventPier Dummy ? does nothing; used for visitor piers ?
HarborFrontBuilding Dummy ? does nothing; used for visitor piers and workforce pier ?
fire_ Dummy ? only used for man_of_war and campaign queen ship; leftover with no function ?

Planes

Planes can consist of as many vertices as you want to achieve quite complex blockers. Each vertice is translated into a pair of x and z coordinates related to the center point of your MAIN_FILE [should be (0/0/0)]. Therefore Ctrl A All Transforms on all planes is highly recommended if you work with Blender.

Note that 1 tile in Anno corresponds to |x| = 0.5 / |z| = 0.5

Click to expand: Code Example
<BuildBlocker>
		<Position>
			<xf>6.000000</xf>
			<zf>4.000000</zf>
		</Position>
		<Position>
			<xf>6.000000</xf>
			<zf>-4.000000</zf>
		</Position>
		<Position>
			<xf>-6.000000</xf>
			<zf>-4.000000</zf>
		</Position>
		<Position>
			<xf>-6.000000</xf>
			<zf>4.000000</zf>
		</Position>
</BuildBlocker>
  • For most entries you can have as many as you want, their names stay the same, no consecutive digits.
  • UnevenBlocker can be used only once per .ifo file.
Tag Usage assets.xml
BuildBlocker the (logical) footprint an asset has ingame (== usually blocked tiles) almost all properties of <Blocking/> only work within this blocker
FeedbackBlocker dynamic feedback is allowed to walk here (includes first person mode)
PriorityFeedbackBlocker dynamic feedback is not allowed to walk here (includes first person mode)
UnevenBlocker mesh within and above this plane is always above terrain. Usually used for assets with AdjustToTerrainHeight=0
WaterBlocker blocks area for ships
QuayArea area where a quay is constructed automatically (by default: with fence) configure in GroundDecalAsset
InvisibleQuayArea area where a quay is constructed automatically (by default: without fence); if overlapping with QuayArea: overwrites QuayArea configure in GroundDecalInvisible
PathBlocker ? probably some kind of feedback blocker; rarely used; is not imported into Blender ?
ExtraBlocker ? rarely used (e.g. calamari fishery); is not imported into Blender ?

MeshHeightMap

Dynamic feedback adapts to this heightmap instead of terrain. Usually used for assets with AdjustToTerrainHeight=0.

Guide on how to create this map: MeshHeightMap

Sequences

One entry for each sequence used in the corresponding cfg. For all possible sequence IDs look at <SequenceIDs> in >GlobalBalancing< (Guid: 2001270).