Difference between revisions of "Template:HPL2 InstanceVars Prop"
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| IsAffectedByDecal || Bool || true || If decals can be created on entity. | | IsAffectedByDecal || Bool || true || If decals can be created on entity. | ||
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− | | CallbackFunc || String || || A callback function used for a number of events. Syntax: <code>void Func(string &in asEntityName, string &in asType)</code>. | + | | 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 |
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| 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. |
Revision as of 23:03, 17 November 2024
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
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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
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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)
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PlayerInteractCallbackAutoRemove | Bool | false | Should interact callback be removed when entity is interacted with and callback called. |