Properties: Difference between revisions

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==EMP Sensitive==
==EMP Sensitive==
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 Pulse]] or an EMP grenade.


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>; see [[Modding:Active Parts]] for details. <code>IsEMPSensitive</code>is a field on that class.
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>; see [[Modding:Active Parts]] for details. <code>IsEMPSensitive</code>is a field on that class.
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== Occluding ==
== Occluding ==
Occluding objects are objects that block a character's field of view. Objects that are occluding also block non-seeping [[gases]] from passing through their tile. In terms of AI, even though the enemy knows their target is behind an occluding object, and the object does not block bullets, they will still refuse to fire until they are able to see their target again. Occluding items can also prevent NPCs from witnessing the player stealing an object. The most common class of objects that occlude light are [[:Category:Walls|walls]] (including closed [[:Category:Doors|doors]] and [[:Category:Vents|vents]]). Other occluding objects are shown below.<ref>Occlusion can be set on an object by adding <code>Occluding="true"</code> in the object's <code>Render</code> part.</ref>
Occluding objects are objects that block a character's field of view. Objects that are occluding also block non-seeping [[gases]] from passing through their tile. In terms of AI, even though the enemy knows their target is behind an occluding object, and the object does not block bullets, they will still refuse to fire until they are able to see their target again. Occluding items can also prevent NPCs from witnessing the player stealing an object. The most common class of objects that occlude light are [[walls]] (including closed [[:Category:Doors|doors]] and [[:Category:Vents|vents]]). Other occluding objects are shown below.<ref>Occlusion can be set on an object by adding <code>Occluding="true"</code> in the object's <code>Render</code> part.</ref>


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<div style="margin-right: 2.5em;">
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====Occluding Objects====
====Occluding Objects====
Non-plant, non-statue, non-wall<br>objectsthat are occluding.
Non-plant, non-statue, non-wall<br>objects that are occluding.
{{#cargo_query:
{{#cargo_query:
   | tables=GeneralData=GD,ExtraInfo=EI,CreatureFactions=CF
   | tables=GeneralData=GD,ExtraInfo=EI,CreatureFactions=CF