Difference between revisions of "Subobject and subsystem properties"
m (intro goes above the table of contents, unless it's really long) |
m (Added explanation for $triggered: and added the missing colon to it) |
||
Line 3: | Line 3: | ||
==Subobject Properties== | ==Subobject Properties== | ||
''TODO: For now, just listing everything parsed in the code (a more logical organization probably exists)'' | ''TODO: For now, just listing everything parsed in the code (a more logical organization probably exists)'' | ||
− | ===$triggered=== | + | ===$triggered:=== |
+ | Non-turret subobjects require this property in order to be animatable using [[Animation_Code|Animation Code]]. | ||
===$dumb_rotate=== | ===$dumb_rotate=== | ||
===$special=== | ===$special=== |
Revision as of 12:12, 1 May 2010
This page documents the properties that can be applied to subobjects.
Contents
Subobject Properties
TODO: For now, just listing everything parsed in the code (a more logical organization probably exists)
$triggered:
Non-turret subobjects require this property in order to be animatable using Animation Code.
$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.