Properties: Difference between revisions

84 bytes added ,  19:59, 12 August 2020
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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 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.
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.


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.
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.
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Capabilities that are reality distortion based are subject to being interfered with by [[normality]].  
Capabilities that are reality distortion based are subject to being interfered with by [[normality]].  


On items, this property usually corresponds to having an <code>IsRealityDistortionBased</code> attribute of <code>true</code> on an appropriate object part. This is another configuration point provided by <code>IActivePart</code>.
On items, this property usually corresponds to having an <code>IsRealityDistortionBased</code> attribute of <code>true</code> on an appropriate object part. This is another configuration point provided by <code>IActivePart</code>; see [[Modding:Active Parts]] for details.


Some mutation parts can also be configured for this property, using fields called either <code>IsRealityDistortionBased</code> or <code>RealityDistortionBased</code>.  There is no way to change these fields via Mutations.xml, so this is only manipulable by scripting mods.
Some mutation parts can also be configured for this property, using fields called either <code>IsRealityDistortionBased</code> or <code>RealityDistortionBased</code>.  There is no way to change these fields via Mutations.xml, so this is only manipulable by scripting mods.
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