Difference between revisions of "MovableStatic"
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imported>Threedee (Added info about handling movable static forms in Papyrus variables.) |
imported>Were m |
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=MovableStatic Dialog= | |||
=MovableStatic Dialog | *'''ID:''' Unique identifier for this form in the Creation Kit. | ||
*'''Name:''' In-game display name for the object. Usually not used. | |||
Unique identifier for this form. | *'''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. | |||
Chooses the model for this object. | |||
Sets the damage states if an object is | |||
Sets the sound played for this object. | |||
==Flags== | ==Flags== | ||
*'''Has Currents:''' | *'''Has Currents:''' Used by certain waterfall objects, details unknown | ||
*'''Obstacle:''' Will cut the navmesh | *'''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. |
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.
[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.