Jump to content

OBD talk:BINA/PAR3: Difference between revisions

(to be continued by someone else)
Line 264: Line 264:
|valign=top|<Lifetime>
|valign=top|<Lifetime>
|width=50%|particle exist for X seconds; X is float value, so you could write 1.25 if a second is to less and 2 too many; 0 means forever
|width=50%|particle exist for X seconds; X is float value, so you could write 1.25 if a second is to less and 2 too many; 0 means forever
|
|float: seconds
|-
|-
|valign=top|<DisableDetailLevel>
|valign=top|<DisableDetailLevel>
|
|Particle is not created if detail level is too low.
|
|
: Never
: Never
Line 274: Line 274:
|-
|-
|valign=top|<Decorative>
|valign=top|<Decorative>
|
|Might be a relic from MP days where only essential particles were synced. Otherwise, not sure.
|
|Yes\No
|-
|-
|valign=top|<CollideWithWalls>
|valign=top|<CollideWithWalls>
|
|Needed if the particle uses the HitWall event type.
|
|Yes\No
|-
|-
|valign=top|<CollideWithChars>
|valign=top|<CollideWithChars>
|
|Needed if the particle uses the HitCharacter event type.
|
|Yes\No
|-
|-
|valign=top|<InitiallyHidden>
|valign=top|<InitiallyHidden>
|
|Hides the particle on creation.
|
|Yes\No
|-
|-
|valign=top|<DrawAsSky>
|valign=top|<DrawAsSky>
Line 294: Line 294:
|-
|-
|valign=top|<DontAttractThroughWalls>
|valign=top|<DontAttractThroughWalls>
|
|Particle will not detect attracters if there is a wall between it and the potential attracter.
|
|Yes\No
|-
|-
|valign=top|<ExpireOnCutscene>
|valign=top|<ExpireOnCutscene>
|
|Ends the lifetime of a particle on cutscene start.
|
|Yes\No
|-
|-
|valign=top|<DieOnCutscene>
|valign=top|<DieOnCutscene>
|
|Kills the particle on cutscene start.
|
|Yes\No
|-
|-
|valign=top|<LockPositionToLink>
|valign=top|<LockPositionToLink>
|
|Locks the position of the particle to its link
|
|Yes\No
|-
|-
|valign=top|<CollisionRadius>
|valign=top|<CollisionRadius>
|
|Distance from which HitWall and HitCharacter events are activated
|
|float: distance
|-
|-
|valign=top|<AIDodgeRadius>
|valign=top|<AIDodgeRadius>
|
|Distance from which AI will avoid this particle
|
|float: distance
|-
|-
|valign=top|<AIAlertRadius>
|valign=top|<AIAlertRadius>
|
|Distance from which AI will be aware of the danger of the particle
|
|float: distance
|-
|-
|valign=top|<FlyBySoundName />  
|valign=top|<FlyBySoundName />  
|
|Sound used when the particle passes by you. Check: does the engine apply the Doppler effect or is it in the sound file itself?
|
|SNDD sound name?
|}
|}


==properties==
==properties==
826

edits