Difference between revisions of "Subobject and subsystem properties"
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The direction the front of a multipart turret will be facing. Doesn't need to be specified for multiparts with a vertical rotation axis. | The direction the front of a multipart turret will be facing. Doesn't need to be specified for multiparts with a vertical rotation axis. | ||
===$name=== | ===$name=== | ||
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Revision as of 08:25, 24 February 2010
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)
$gun_rotation
$detail_box
$box_min
$box_max
$uvec
The "up" direction of a multipart turret. Usually it stands perpendicular to the ship surface. Doesn't need to be specified for multiparts with a vertical rotation axis.
$fvec
The direction the front of a multipart turret will be facing. Doesn't need to be specified for multiparts with a vertical rotation axis.