1<?xml version="1.0" encoding="UTF-8" standalone="yes"?> 2<!DOCTYPE doc 3 SYSTEM '../../clonk.dtd'> 4<?xml-stylesheet type="text/xsl" href="../../clonk.xsl"?> 5<doc> 6 <title>Properties</title> 7 <h>Properties</h> 8 <part> 9 <text>Every object has a number of properties that are handled by the engine. Typically, these are inherited from the object's Prototype, an <emlink href="definition/index.html#Objektdefinitionen">Object Definition</emlink>. A Property of an Object Definition is defined with the <code>local</code> keyword in the <emlink href="definition/script.html#Objektscripte">Definition's script</emlink>:</text> 10 <code>local Name = "$Name$"; 11local ActMap = { 12Stand = { 13 Prototype = Action, 14 Name = "Stand", 15 Length = 1, 16 NextAction = "Stand" 17}, 18}; 19</code> 20 <text> 21 <table> 22 <caption id="PropertiesTable">Object Properties</caption> 23 <rowh> 24 <col>Name</col> 25 <col>Data type</col> 26 <col>Description</col> 27 </rowh> 28 <row> 29 <col><code>Prototype</code></col> 30 <col>proplist</col> 31 <col>Deprecated. Use <funclink>SetPrototype</funclink> and <funclink>GetPrototype</funclink>.</col> 32 </row> 33 <row> 34 <col><code>Name</code></col> 35 <col>string</col> 36 <col>Name of the object. This string should be <emlink href="lang.html">internationalized</emlink>.</col> 37 </row> 38 <row> 39 <col><code>Collectible</code></col> 40 <col>bool</col> 41 <col>Whether the object can be picked up.</col> 42 </row> 43 <row> 44 <col><code>Touchable</code></col> 45 <col>int</col> 46 <col>1 the object can be grabbed and pushed, 2 the object can only be grabbed.</col> 47 </row> 48 <row> 49 <col><code>ActMap</code></col> 50 <col>proplist</col> 51 <col>See the <emlink href="definition/actmap.html">detailed description of the ActMap</emlink>.</col> 52 </row> 53 <row> 54 <col><code>Visibility</code></col> 55 <col>int/array</col> 56 <col>Controls the visibility of the object. See the <emlink href="definition/visibility.html">detailed documentation of possible values</emlink>.</col> 57 </row> 58 <row> 59 <col><code>LineColors</code></col> 60 <col>array</col> 61 <col>An array of two integers. The first denotes the color of the line and the second the color of the endpoints if the object is drawn as a line.</col> 62 </row> 63 <row> 64 <col><code>LineAttach</code></col> 65 <col>array</col> 66 <col>An array of two integers. Denotes the position of where the endpoint of the line is located relative to the object center.</col> 67 </row> 68 <row> 69 <col><code>PictureTransformation</code></col> 70 <col>array</col> 71 <col>If the object is a mesh, the picture graphic of the object can be transformed with this property. See <funclink>Trans_Mul</funclink> for an example.</col> 72 </row> 73 <row> 74 <col><code>MeshTransformation</code></col> 75 <col>array</col> 76 <col>If the object is a mesh, the ingame graphic of the object can be transformed with this property. See <funclink>Trans_Mul</funclink> for an example.</col> 77 </row> 78 <row> 79 <col><code>MouseDrag</code></col> 80 <col>bool</col> 81 <col>Whether the object can be dragged with the mouse. What exactly happens when an object is dragged onto another is defined in script.</col> 82 </row> 83 <row> 84 <col><code>MouseDragImage</code></col> 85 <col>id / object</col> 86 <col>The object or object id of which the picture should be displayed below the cursor while dragging.</col> 87 </row> 88 <row> 89 <col><code>Tooltip</code></col> 90 <col>string</col> 91 <col>A tooltip that is displayed for objects of the category <emlink href="definition/category.html">C4D_MouseSelect</emlink>. This string should be <emlink href="lang.html">internationalized</emlink>.</col> 92 </row> 93 <row> 94 <col><code>Action</code></col> 95 <col>proplist</col> 96 <col>The current action of the object as a proplist.</col> 97 </row> 98 <row> 99 <col><code>BreatheWater</code></col> 100 <col>bool</col> 101 <col>Whether the object breathes in water rather than air.</col> 102 </row> 103 <row> 104 <col><code>CorrosionResist</code></col> 105 <col>bool</col> 106 <col>Whether the alive object does not loose energy when in corrosive material.</col> 107 </row> 108 <row> 109 <col><code>MaxEnergy</code></col> 110 <col>int</col> 111 <col>Maximum life energy in a precision of 100.</col> 112 </row> 113 <row> 114 <col><code>MaxBreath</code></col> 115 <col>int</col> 116 <col>Maximum breath.</col> 117 </row> 118 <row> 119 <col><code>ThrowSpeed</code></col> 120 <col>int</col> 121 <col>Throwing speed in a precision of 100.</col> 122 </row> 123 <row> 124 <col><code>JumpSpeed</code></col> 125 <col>int</col> 126 <col>Jump speed in a precision of 100.</col> 127 </row> 128 <row id="Parallaxity"> 129 <col><code>Parallaxity</code></col> 130 <col>[int, int]</col> 131 <col>The Objects's major Z-Position. See <funclink>C4D_Parallax</funclink>.</col> 132 </row> 133 <row id="Plane"> 134 <col><code>Plane</code></col> 135 <col>int</col> 136 <col>The Object's minor Z-Position. Negative values are behind the landscape, positive values before it. Use 1-399 for stuff behind Clonks, 401-999 for stuff before Clonks, and 1000+ for GUI objects. Global particles are on 900.</col> 137 </row> 138 <row id="SolidMaskPlane"> 139 <col><code>SolidMaskPlane</code></col> 140 <col>int</col> 141 <col>If the object moves and other objects are attached to its SolidMask, only objects in front of this plane are moved along with it. Defaults to Plane if zero.</col> 142 </row> 143 <row> 144 <literal_col>Placement</literal_col> 145 <col>Integer</col> 146 <col>Placement: 0 land surface, 1 in liquid, 2 in mid-air, 3 underground, 4 land surface and underground.</col> 147 </row> 148 <row> 149 <literal_col>ContainBlast</literal_col> 150 <col>bool</col> 151 <col>True or false. Determines whether explosions in the object's contents affect other objects outside.</col> 152 </row> 153 <row> 154 <literal_col>BlastIncinerate</literal_col> 155 <col>Integer</col> 156 <col>Incineration by explosion: 0 none, otherwise the damage level that has to be reached until the object is incinerated. </col> 157 </row> 158 <row> 159 <literal_col>BurnTo</literal_col> 160 <col>C4ID</col> 161 <col>Definition change upon incineration.</col> 162 </row> 163 <row> 164 <literal_col>NoBurnDecay</literal_col> 165 <col>Integer</col> 166 <col>0 or 1. If 1, the object does not decompose if burning.</col> 167 </row> 168 <row> 169 <literal_col>ContactIncinerate</literal_col> 170 <col>Integer</col> 171 <col>Probability of incineration by contact: 0 none, or 1 (high) to 5 (low). Implies MaterialIncinerate.</col> 172 </row> 173 <row> 174 <literal_col>MaterialIncinerate</literal_col> 175 <col>bool</col> 176 <col>Incineration when submerged in incendiary material.</col> 177 </row> 178 <row> 179 <literal_col>FireproofContainer</literal_col> 180 <col>bool</col> 181 <col>Anything contained in this object does not catch fire when submerged in incendiary material.</col> 182 </row> 183 <row> 184 <literal_col>EditCursorCommands</literal_col> 185 <col>Array</col> 186 <col>Array of functions made available in the context menu when right-clicking an object in the editor. Functions may be either strings (like "Explode(20)") or function pointers (like this.Hit). Function pointers are always called by name.</col> 187 </row> 188 <row> 189 <literal_col>BorderBound</literal_col> 190 <col>Integer</col> 191 <col>Bit mask indicating object boundaries: stop at map sides (C4D_Border_Sides), stop at map top (C4D_Border_Top), stop at map bottom (C4D_Border_Sides), stop at object layer boundaries (C4D_Border_Layer). For example BorderBound = C4D_Border_Top | C4D_Border_Bottom.</col> 192 </row> 193 <row> 194 <literal_col>ContactCalls</literal_col> 195 <col>bool</col> 196 <col>True or false. If true, <emlink href="definition/cnat.html">ContactCalls</emlink> are called in the object script.</col> 197 </row> 198 <row> 199 <literal_col>Components</literal_col> 200 <col>array</col> 201 <col>List of definitions and counts specifying the components of an object. Example: Components = {Rock = 1, Wood = 3};</col> 202 </row> 203 </table> 204 </text> 205 </part> 206 <author>Günther</author><date>2011</date> 207</doc> 208