Entity moveable item stone2
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Entity Keys
classname moveable_item_stone2
- 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