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room_piece_object

Room Piece Object


Description


This Level Object is used to construct the visuals and pathable area of a Layout. It contains a mesh and associated behavior as defined in the Level Set.

Location


Right-click on an empty space in the Layout Scene Manager and choose Building Blocks > Room Piece from the list.

Properties


NAMETYPEDESCRIPTIONREAD ONLY
GUID
BRUSH IDstringID of the brush that created the Room Piece.TRUE
GUIDstringGUID.TRUE
ORIENTATION
FORWARDCVector3Forward by X,Y,Z.
RIGHTCVector3Right by X,Y,Z.
UPCVector3Up by X,Y,Z.
YAWfloatYaw Rotation.
POSITION
POSITIONCVector3Position by X,Y,Z world coordinates.
PROPERTIES
BAKEboolIf True the Room Piece will be baked and destroyed on level load. If True it can't move dynamically.
CAN ALIASboolControl whether or not the Room Piece can be aliased.
CHANCEfloatThe percent chance from 0.0 - 1.0 that the Room Piece will be loaded.
COLLISION ENABLEDboolIf False the Room Piece will not have collision.
NOPATHboolIf True the Room Piece will not be pathable.
VISIBLEboolSet the Room Piece visible or not.
RENDER ORDER
OVERRIDEintThe Render Order override of the Room Piece. Lower numbers render first. -1 uses the default set for the Room Piece.
RENDER ORDERintThe template Render Order of the Room Piece.TRUE
ROOM PIECE
MESH OVERRIDEstringThe mesh file override for the Room Piece.
PIECEstringThe selected Room Piece.TRUE
ROTATION RATE
ROTATION RATECVector3Set the constant rotation rate by X,Y,Z. “Bake” must be False.
SCALE
SCALEfloatScale the Room Piece uniformly on the X, Y, Z axes (if set to be Scalable).
XfloatScale the Room Piece on the X axis (if set to be Scalable).
YfloatScale the Room Piece on the Y axis (if set to be Scalable).
ZfloatScale the Room Piece on the Z axis (if set to be Scalable).
VISUAL PIECE INDEX
VISUALstringSet the Visual of the Room Piece. Selecting “Random” will choose a random Visual from the set.

Logic


Input Events

Show
Set the Room Piece to be visible.
Hide
Set the Room Piece to be invisible.
Collidable
Set the Room Piece to be collidable.
Not Collidable
Set the Room Piece to not be collidable.

Output Events

On Visible
This event will fire when the Room Piece receives a “Show” Input event.
On Invisible
This event will fire when the Room Piece receives a “Hide” Input event.
room_piece_object.txt · Last modified: 2019/07/18 12:27 by anarch16sync