Difference between revisions of "MovableStatic"

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{{Incomplete Article}}
=MovableStatic Dialog=
=MovableStatic Dialog==
*'''ID:''' Unique identifier for this form in the Creation Kit.
==ID==
*'''Name:''' In-game display name for the object. Usually not used.
Unique identifier for this form.
*'''Model:''' The model used for this object.
==Name==
**'''Edit:''' Chooses the model for this object.
Display name.
*'''Add Destruction Data:''' Sets the damage states if an object is destructible.
==Model==
*'''Select (Looping) Sound:''' Sets the sound played for this object.
Displays the model for this object.
 
==Edit==
Chooses the model for this object.
==Add Destruction Data==
Sets the damage states if an object is destructable.
==Looping Sound==
Sets the sound played for this object.
==Flags==
==Flags==
*'''Has Currents:'''
*'''Has Currents:''' Used by certain waterfall objects, details unknown
*'''Obstacle:'''  
*'''Obstacle:''' Will cut the navmesh
*'''Random Anim Start:''' If checked, this object kicks off its idle animation at a random start time. This is so you can put a couple of the same animated activators in a scene and they won't be animating in synch.  
*'''Random Anim Start:''' If checked, this object kicks off its idle animation at a random start time. This is so you can put a couple of the same animated activators in a scene and they won't be animating in synch.  
*'''Must Update Anims:'''
*'''Must Update Anims:''' Forces animation to play, even if object is off screen
*'''On Local Map:''' If checked, this item will display on the local map in game.
*'''On Local Map:''' If checked, this item will display on the local map in game.


==Navmesh Generation Import Option==
==Navmesh Generation Import Option==
*'''Collision Geometry:'''
Sets how the object interacts with navmesh generation.
*'''Bounding Box:'''
 
*'''Filter:'''
*'''Collision Geometry:''' Navmesh will test against the collision of the object.
*'''Ground:'''
*'''Bounding Box:''' Navmesh will test against the bounding box of the object.
*'''Filter:''' Navmesh will ignore the object completely.
*'''Ground:''' Navmesh will treat the object like it is part of the ground.


==Notes==
* Papyrus does not recognize "MovableStatic" as a form type. To handle movable static forms in Papyrus variables, use "Form" as the type.


[[Category:WorldObjects]]
[[Category:WorldObjects]]

Latest revision as of 12:37, 27 June 2015

MovableStatic Dialog[edit | edit source]

  • ID: Unique identifier for this form in the Creation Kit.
  • Name: In-game display name for the object. Usually not used.
  • Model: The model used for this object.
    • Edit: Chooses the model for this object.
  • Add Destruction Data: Sets the damage states if an object is destructible.
  • Select (Looping) Sound: Sets the sound played for this object.

Flags[edit | edit source]

  • Has Currents: Used by certain waterfall objects, details unknown
  • Obstacle: Will cut the navmesh
  • Random Anim Start: If checked, this object kicks off its idle animation at a random start time. This is so you can put a couple of the same animated activators in a scene and they won't be animating in synch.
  • Must Update Anims: Forces animation to play, even if object is off screen
  • On Local Map: If checked, this item will display on the local map in game.

Navmesh Generation Import Option[edit | edit source]

Sets how the object interacts with navmesh generation.

  • Collision Geometry: Navmesh will test against the collision of the object.
  • Bounding Box: Navmesh will test against the bounding box of the object.
  • Filter: Navmesh will ignore the object completely.
  • Ground: Navmesh will treat the object like it is part of the ground.

Notes[edit | edit source]

  • Papyrus does not recognize "MovableStatic" as a form type. To handle movable static forms in Papyrus variables, use "Form" as the type.