Difference between revisions of "Subobject and subsystem properties"
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Allows full collision detection for things painted with the special "invisible" texture (normally ships collide but weapons do not) | Allows full collision detection for things painted with the special "invisible" texture (normally ships collide but weapons do not) | ||
===$gun_rotation=== | ===$gun_rotation=== | ||
− | ===$detail_box=== | + | ===[[Detail box|$detail_box]]=== |
− | ====$box_min==== | + | ====[[Detail box|$box_min]]==== |
− | ====$box_max==== | + | ====[[Detail box|$box_max]]==== |
+ | |||
===$uvec=== | ===$uvec=== | ||
===$fvec=== | ===$fvec=== | ||
===$name=== | ===$name=== |
Revision as of 21:03, 6 July 2009
Contents
Introduction
This page documents the properties that can be applied to subobjects.
Subobject Properties
TODO: For now, just listing everything parsed in the code (a more logical organization probably exists)
$triggered
$dumb_rotate
$special
$no_collisions
Prevents collision detection from occurring on this subobject and all of its children (recursively).
$nocollide_this_only
Prevents collision detection from occurring on this subobject only (children collide normally).
$collide_invisible
Allows full collision detection for things painted with the special "invisible" texture (normally ships collide but weapons do not)