Difference between revisions of "Template:HPL2 InstanceVars Prop"

From Frictional Wiki
Jump to navigation Jump to search
m
m
 
(2 intermediate revisions by the same user not shown)
Line 9: Line 9:
 
| IsAffectedByDecal || Bool || true || If decals can be created on entity.
 
| IsAffectedByDecal || Bool || true || If decals can be created on entity.
 
|-
 
|-
| CallbackFunc || String || || A callback function used for a number of events. Syntax: <code>void Func(string &in asEntityName, string &in asType)</code>. Type can be OnPickup, Break, OnIgnite
+
| CallbackFunc || String || || A callback function used for a number of events. Syntax: <code>void Func(string &in asEntityName, string &in asType)</code>. asType can be OnPickup, Break, OnIgnite
 
|-
 
|-
 
| ConnectedProps || String || || Props that are connected to this entity and what will happen will depend upon type of prop and what happens. OnBreak makes the connected props active and gives them an impulse. Enter with space and/or comma between entity names.
 
| ConnectedProps || String || || Props that are connected to this entity and what will happen will depend upon type of prop and what happens. OnBreak makes the connected props active and gives them an impulse. Enter with space and/or comma between entity names.
Line 17: Line 17:
 
| FullGameSave || Bool || false || If the all things in the entity should be saved when exiting the level. Only use on few entities!<br>If enabled, additional entity properties are saved, such as the open amount of SwingDoors.
 
| FullGameSave || Bool || false || If the all things in the entity should be saved when exiting the level. Only use on few entities!<br>If enabled, additional entity properties are saved, such as the open amount of SwingDoors.
 
|-
 
|-
| PlayerLookAtCallback || String || || Callback called when player looks at entity. Syntax: <code>void Func(string &in asEntity, int alState)</code> state: 1=looking, -1=stopped looking
+
| PlayerLookAtCallback || String || || Callback called when player looks at entity. Syntax: <code>void Func(string &in asEntity, int alState)</code> alState: 1=looking, -1=stopped looking
 
|-
 
|-
 
| PlayerLookAtCallbackAutoRemove || Bool || false || Should look at callback be removed when entity is looked at and callback called.
 
| PlayerLookAtCallbackAutoRemove || Bool || false || Should look at callback be removed when entity is looked at and callback called.
Line 23: Line 23:
 
| PlayerInteractCallback || String || || Callback called when player interacts with entity. Syntax: <code>void Func(string &in asEntity)</code>
 
| PlayerInteractCallback || String || || Callback called when player interacts with entity. Syntax: <code>void Func(string &in asEntity)</code>
 
|-
 
|-
| PlayerInteractCallbackAutoRemove || Bool || false || Should interact callback be removed when entity is interacted with and callback called.
+
| PlayerInteractCallbackAutoRemove || Bool || false || Should interact callback be removed when entity is interacted with and is callback called.
 
|-
 
|-
 
|}
 
|}

Latest revision as of 01:26, 19 November 2024

Instance Vars (All Props)
Name Type Default Description
CastShadows Bool true If entity casts shadows.
StaticPhysics Bool false If the mass of all bodies should be 0.
If enabled, the entity cannot be moved by physics or player interactions.
IsAffectedByDecal Bool true If decals can be created on entity.
CallbackFunc String A callback function used for a number of events. Syntax: void Func(string &in asEntityName, string &in asType). asType can be OnPickup, Break, OnIgnite
ConnectedProps String Props that are connected to this entity and what will happen will depend upon type of prop and what happens. OnBreak makes the connected props active and gives them an impulse. Enter with space and/or comma between entity names.
ConnectionStateChangeCallback String A callback called when ever the connection state changes (button being switched on). Syntax: void Func(string &in asEntityName, int alState). alState: -1=off, 0=between, 1=on
FullGameSave Bool false If the all things in the entity should be saved when exiting the level. Only use on few entities!
If enabled, additional entity properties are saved, such as the open amount of SwingDoors.
PlayerLookAtCallback String Callback called when player looks at entity. Syntax: void Func(string &in asEntity, int alState) alState: 1=looking, -1=stopped looking
PlayerLookAtCallbackAutoRemove Bool false Should look at callback be removed when entity is looked at and callback called.
PlayerInteractCallback String Callback called when player interacts with entity. Syntax: void Func(string &in asEntity)
PlayerInteractCallbackAutoRemove Bool false Should interact callback be removed when entity is interacted with and is callback called.