Entity moveable item refinerybarrier01

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Entity Keys

classname moveable_item_refinerybarrier01

density variable
Volume of the object times the density is the mass.
friction variable
Friction with contacting surfaces in the range [0-1] where 0 is no friction.
linearFriction variable
Friction in velocity direction.
angularFriction variable
Rotational friction.
bouncyness variable
How much the object bounces in the range [0-1] where 0 is no bounce.
mass variable
Mass of the object (overrides density).
buoyancy variable
How 'floaty' the object is in water.
clipmodel model
Model to be used for collision detection.
clipshrink boolean
Shrink the visual model with an epsilon and use it as a clip model.
allowStep boolean
Set to 0 to prevent monsters from ever walking over this object.
nonsolid boolean
Make the object non-solid.
nodrop boolean
Do not drop to the floor.
noimpact boolean
Do not activate by the impact of other objects.
notpushable boolean
Do not allow to be pushed.
unbindondeath boolean
Unbind entity when health drops down to or below zero.
health variable
If set the visual model changes to 'broken' when the health drops down to or below zero.
broken model
Visual model to be used when the health drops down to or below zero.
explode boolean
If set to 1 the moveable explodes and is removed when the health drops down to or below zero.
init_velocity variable
Initial linear velocity set when activated.
init_avelocity variable
Initial angular velocity set when activated.
init_velocityDelay variable
Delay in seconds before the initial linear velocity is set after being activated.
init_avelocityDelay variable
Delay in seconds before the initial angular velocity is set after being activated.
initialSplineTime variable
Number of milliseconds the moveable should follow the initial spline path.
dmg_damage variable
Damage definition, if this is set it will damage things it collides with
damageWhenActive variable
Only damage when active ( currently for the vagary and influence stuff )
minDamageVelocity variable
Low velocity to start damaging the hit object (ramp up applied damage untill we reach maxDamageVelocity)
maxDamageVelocity variable
High velocity to damage hit object object (i.e apply maximum damage above this)
fx_collide variable
FX system to start at impact position when object collides.
fx_splash variable
FX system to start at impact position when object falls into water.
fx_wake variable
FX trail the object leaves when moving on the water surface.

See Also