OBD talk:BINA/PAR3: Difference between revisions

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|valign=top|<HasVelocity>
|valign=top|<HasVelocity>
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|Needed if the particle is to move.
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|Yes\No
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|valign=top|<HasOrientation>
|valign=top|<HasOrientation>
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|Needed if the particle is to be able to turn around?
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|Yes\No
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|valign=top|<HasPositionOffset>
|valign=top|<HasPositionOffset>
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|Used with LockPositionToLink???
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|Yes\No
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|valign=top|<HasAttachmentMatrix>
|valign=top|<HasAttachmentMatrix>
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|Used if the particle is to be stuck to a character or wall.
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|Yes\No
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|valign=top|<HasUnknown>
|valign=top|<HasUnknown>
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|???
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|Yes\No
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|valign=top|<HasDecalState>
|valign=top|<HasDecalState>
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|Used if the particle is a Decal.
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|Yes\No
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|valign=top|<HasTextureStartTick>
|valign=top|<HasTextureStartTick>
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|Used with animated particles. (Documentation Needed).
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|Yes\No
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|valign=top|<HasTextureTick>
|valign=top|<HasTextureTick>
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|Used with animated particles. (Documentation Needed).
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|Yes\No
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|valign=top|<HasDamageOwner>
|valign=top|<HasDamageOwner>
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|Used for particles to either:
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:A. Not damage a character
:B. Credit a character with damage\kills
:For this to work properly, the parent of the character must have this set, and the parent of said parent, etc, up to the original particle.
|Yes\No
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==appearance==
==appearance==
826

edits