Properties: Difference between revisions

448 bytes added ,  20:36, 10 August 2020
→‎EMP Sensitive: add detail and further cases
(→‎Cannot be removed once equipped: several implementations of this)
(→‎EMP Sensitive: add detail and further cases)
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This item will deactivate if hit by an EMP blast, usually from [[Electromagnetic Impulse]] or an EMP grenade.
This item will deactivate if hit by an EMP blast, usually from [[Electromagnetic Impulse]] or an EMP grenade.


For modding purposes, this property corresponds to having an <code>isEMPSensitive</code> attribute of <code>true</code> on the appropriate object part. (There are several such parts; refer to <code>ObjectBlueprints.xml</code> for examples.)
For modding purposes, this property usually corresponds to having an <code>IsEMPSensitive</code> attribute of <code>true</code> on an appropriate object part. There are several such parts; refer to <code>ObjectBlueprints.xml</code> for examples. There is a generic base class that supports parts with involved conditional behavior, called <code>IActivePart</code> . <code>IsEMPSensitive</code>is a field on that class.
 
Some parts implement hardcoded EMP sensitivity because they do not use <code>IActivePart</code>. These include support parts for geomagnetic discs, night vision implants, mines, bombs, high-powered magnets, melee weapon elemental damage, walltraps, and conveyor belts.


===Occluding===
===Occluding===
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