Difference between revisions of "Subobject and subsystem properties"

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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)
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==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 06:12, 1 May 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:

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.

$name