Difference between revisions of "Subobject and subsystem properties"

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==Introduction==
 
 
This page documents the properties that can be applied to subobjects.  
 
This page documents the properties that can be applied to subobjects.  
  

Revision as of 03:50, 17 April 2010

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.

$name