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'''Impact Data Sets''' are assigned to objects such as weapons to establish how they interact with the environment. For example, a rifle's projectile visually interacts the environment by placing a decal on that object at the point of impact, placing a small smoke FX in the world there, and playing a chipping stone sound. The material type of the damaged object determines which Impact Data object is used. The Impact Data object contains the full description of the decal, the placed art, and any sound it might make. ==ImpactDataSet Location== [[File:ImpactDataSetLocation.jpg|alt=Alternative text|Impact Data Location in Editor]] ==ImpactDataSet Dialog== [[File:ImpactDataSetForm.jpg|alt=Alternative text|Impact Data Form]] *'''ID:''' Unique identifier for the set. *'''Impact Data Scrolling List:''' Each material type has a corresponding ImpactData object. **'''Type:''' The material type (stone, dirt, metal, wood, etc.). This list is auto populated with any new material type. New materials default to no impact data. **'''ImpactData''' The [[ImpactData]] object used for that material type. To select the corresponding ImpactData object, right-click the line in the window and select "New" to bring up a list. *'''Fill from default''' Easy way to fill all of the slots on a new form with a base impact. Assign the first ImpactData and then press this button to fill the rest. ==See Also== [[ImpactData]] [[Category:Object Classes]] [[Category:Special Effect]] [[Category:Needs Skyrim Update]]
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