AccessDeniedMsg
Trigger
The ID of a resource string that is displayed when
the Trigger is locked and something tries to activate it.
1025 Access DeniedAccessDeniedSound
Trigger
The filename of the sound that will be played when
the Trigger is locked and something tries to activate it.
AccessGrantedMsg
Trigger
The ID of a resource string that is displayed when an
unlocked Trigger is activated.
1024 Access Granted
AccessGrantedSound
Trigger
The filename of the sound that will be played when an
unlocked Trigger is activated.
ActivateCondition
Various
If this value is set in an object, the object will
only be loaded if the value matches an existing story
variable. For example, say that you have an alarm in
level one. The idea is that if the player trips the
alarm, there will be additional guards waiting in level
two.
In level one, you would set up the alarm so that if it is
activated, it sends a message to Story, which is used for
setting global variables.
The MessageName must consist of a variable and a value,
both of which can be anything you want. When a level is
loaded, the game will compare any object with an
ActivateCondition set to a list of global variables. If
the value in memory matches the value specified in the
ActivateCondition field, the object will be loaded.
Otherwise, it will be ignored.
So in this case, lets say that the alarm sets
"alarm TRUE" in level one. In level two, the
extra guards are given the ActivateCondition of
"alarm TRUE". If "alarm" isnt
set or is set to something other than "TRUE",
the guards will not appear in the level.
NOTE: An activation condition can ONLY
be set in a previous level.
ActivationSound
Trigger
The filename of a sound played when a trigger is
activated. Include the pathname (e.g.
"sounds\doors\door1.wav").
ActiveTime
Camera
Specifies how long (in seconds) a camera object
remains active. When this time elapses (or when the
camera receives an Off message), the game reverts to the
players view. A value of 1 indicates that the
camera stays on until turned off by a trigger message.
AdditionalFlags
ScaleSprite
Used to set additional flags on a ScaleSprite.
Flags:
8 |
Align sprite perpendicular to
forward vector (good for aligning with world) |
32 |
Shrinks the sprite as the viewer
gets nearer |
64 |
Biases the Z towards the view so a
sprite doesn't clip as much |
128 |
Disable Z read/write on sprite
(good for lens flares) |
NOTE:
These flags can be added together (howerver, not all
combinations make sense.)
AddObjectives
ObjectiveTrigger
Adds objectives to the players mission log.
Enter the string IDs of objectives you wish to add.
Separate string IDs with spaces.
Incomplete objectives appear in white.
AITriggerable
Various
Determines whether or not an AI can activate an
object by touching it.
AITriggerName
Various
Allows you to specify an individual AI or select
group of AIs that can activate an object. Enter the name
of the AI or AIs.
AllowPlayerMove
Camera
If True, the player can move around freely while the
camera is active.
Alpha
Polygrid
Affects the translucency of a polygrid. The spectrum
runs from 0 (transparent) to 1 (opaque).
AlwaysLightmap
Brush
Not supported. Must be false.
Ambient
Sound,
TriggerSound
Setting Ambient to TRUE means that the sound will
play as if it were coming from everywhere around you, but
will get quieter as you move farther away from it.
Setting Ambient to FALSE means that the sound will play
from a specific point.
AmbientList
WorldProperties
Specifies the files to use as an IMA playlist. Up to
30 files can be specified.
Armor
Specifies
the number of armor points the object has.
ArmorPoints
BaseAI
derived classes
Same as Armor.
Note: Any non-negative value will be
used as the exact armor point value. Setting ArmorPoints
to 1 will use the default for the AI subclass.
AttachToObject
Trigger
Attaches a Trigger to an object, such as a Prop or a
WorldModel. If the object moves, so does the trigger.
AvailableSounds
Specifies
which sounds a specific AI will be able to play. Because
an AI can only play one sound at a time, new sounds
interrupt sounds that are currently playing. Therefore,
it is advisable to disable most sounds for an AI that
will be speaking to the player in order to avoid possible
interruptions.
AvailableStates
States set
to True are available to the AI. Any state set to False
is ignored when the AI calculates its state.
BaseKeyName
KeyFramer
The base name of the key series. The keyframer will
look for a key with that base name followed by 0, then
look for the base name followed by 1. It will continue
until it finds no more keys in the series.
BoxPhysics
Door,
RotatingWorldModel
If True, the object will use box physics rather than
accurate physics for object collision. Box physics are
more optimal, so leave this flag True unless the object
is angled or can rotate.
BprintMessage
Key
Dont use.
Bravado
BaseAI
derived classes
Bravado is used in the ai state change calculation.
The higher the bravado the more likely the AI will be
aggressive, the lower the bravado the more likely the AI
will retreat.
Bravado can range from 0 to 4.
BrightScale
Indicates
the relative brightness scale of the light. Values
greater than 1.0 will create oversaturated-looking
effects, while values less than 1.0 will merely dim the
light.
BumpedTriggerMessage
Message
sent when player touches the AI.
BumpedTriggerNumber
How many times the
message is sent.
BumpedTriggerTarget
Target for trigger
message sent when player touches AI.
BumperScreen
Vestigial property.
Dont worry about it.
BumperTextID
Points to the bumper
screen ID for the next level.
BurstWait
The delay between
particle bursts in a particle system.
BusySound
Looping sound played
while WorldModel is at full velocity.
CanDamage
Specifies whether or
not an AI will take damage. If set to False, no damage
messages will be sent.
CanHeal
Specifies whether or
not the object can be healed (can pick up/use first aid).
CanRepair
Specifies whether or
not the object can be repaired (can pick up/use armor)
CastShadowsFlag
If CastShadowsFlag
is True the LithTech FLAG_CASTSHADOWS will be set.
The light will cast shadows.
CDTrack
Not supported.
Chrome
If the models
texture map has an alpha mask, this property will apply
the worlds environment map (see EnvironmentMap) for
a chrome effect.
ClipLight
Clips light to the
world geometry so that only those surfaces facing the
Lights center are illuminated. If False, the
Lights illumination ignores world geometry.
CloseBusySound
Sound played while
door object is moving to its closed position.
CloseStartSound
Sound played when
door object is activated to return to its start position.
CloseStopSound
Sound played when
door reaches its closed position.
CloseWaitTime
How long the door
remains in its closed position before it can be
re-opened.
ClosingSpeed
Overrides the
doors move speed when it is closing. Leave this
value 0 if you want it to open and close at the same
rate.
Color
Color specifies the
base color to use for the ClientLightFX.
Color1
ParticleSystem,
Polygrid
Defines one end of a color range.
Note: All particles will range between Color1
and Color2. Grayscale particle textures will respond to
color variations more predictably than colored particle
textures.
Note: One end of a color range that will cycle
across the polygrid. The surface of the polygrid will
shift non-linearly between Color1 and Color2.
Color2
ParticleSystem,
Polygrid
Defines the other end of a color range
Note: All particles will range between Color1
and Color2. Grayscale particle textures will respond to
color variations more predictably than colored particle
textures.
Note: The other end of a color range that will
cycle across the polygrid. The surface of the polygrid
will shift non-linearly between Color1 and Color2.
CompleteObjectives
Enter the string IDs
of objectives you wish to mark as completed in the
players mission log. Completed objectives are
grayed out. Separate string IDs with spaces.
Condition
BaseAI derived
classes
Used in calculating the AIs state. Dont
set this value (it is calculated internally, so setting
it will not do anything).
CruisingList
Specifies the files
to use as a playlist. Up to 30 files can be specified.
Current
A force that pushes
against the player. Use positive or negative values along
each axis (x, y, and z) to indicate the direction and
strength of the current. In general, youll need
values in the thousands in order to lift a player off the
ground.
Damage
The amount of damage
applied by a VolumeBrush every second.
DamagedFilename
ScaleSprite
The name of the sprite file used when the object
receives a Damage message (see ScaleSprite)
DamagerMessage
The message that is
sent to the object responsible for damaging this object.
DamageTriggerMessage
Message sent when AI
is damaged.
DamageTriggerNumber
How many times a
damage trigger may be sent. A value of 1 indicates
that message is always sent.
DamageTriggerTarget
Target for trigger
message sent when AI is damaged.
DamageType
VolumeBrush
Indicates the type of damage caused by a VolumeBrush.
Damage types:
- Melee 1
- Puncture 2
- Burn 3
- Impact 4
- Electrocute 5
- Choke 6
- Energy 7
- Explosion 8
- Freeze 9
- Squeaky (squeaky
toy) 10
- Kato 11
- Burst 12
- Endless fall 13
DeathTriggerMessage
Message sent when AI
is killed.
DeathTriggerTarget
Target for trigger
message sent when AI is killed.
DebrisType
Used to specify the
material the object is made of for impact sounds,
footsteps, and debris effects.
Debris types:
- Generic debris 0
- Generic flat debris
1
- Wood boards 2
- Big Tree/bush
branches 3
- Small Tree/bush
branches 4
- Small wood chips 5
- Plastic debris 6
- Big glass debris 7
- Small glass debris
8
- Feathers (for
furniture) 9
- Big stone debris 10
- Small stone debris
11
- Big metal debris 12
- Small metal debris
13
- Car parts 14
- Mecha parts 15
- Vehicle parts 16
- Human parts 17
DefaultSpawn
Spawner
The default spawn string that will be used if
"default" is specified as the spawn value.
DestinationWorld
The world that is
loaded next when you hit an exit trigger. Enter the
filename without path or file extension information (e.g.
"nextworld" as opposed to
"worlds\nextworld.dat").
DestroyedFilename
ScaleSprite
The sprite file that is used if the ScaleSprite
receives the Destroy message.
DestroyedModels
Prop
Allows you to swap models when the prop is destroyed.
For example, you could switch from a car to a wrecked
car. If no model is specified, the prop will vanish when
destroyed.
DestroyedSkins
Prop
Allows you to swap skins when the prop is destroyed.
DestroySound
This is a vestigial
property that should be left alone.
DestroyedSounds
This is a vestigial
property. Best to avoid it.
DetailLevel
Used to speed up vis
times. Any brush with a detail level of 0 will be
included in calculating the visibility list. Setting this
value to 1 tells the processor to treat the brush as
detail, which excludes it from the vis list calculation,
speeding up the process. Primarily useful with light
fixtures, railings, and other small detail work.
Note: Be careful with detail brushes. You may
experience problems with leaks and other geometry issues
if a detail brush abuts the edge of the world. Experiment
with detail settings and pay attention to the results. If
your poly counts go up drastically in an area, you should
consider setting potential culprits back to zero.
Dims
Various
Dims specifies the bounding box (dimensions) of the
object. The box is relative to the position of the
object. When two objects dims are overlapping the
objects are considered touching.
Note: Dims are calculated from the objects
center, so (32, 32, 32) would create a bounding box of
64x64x64.
Note: Specifies the x, y, and z dimensions of
the polygrid object.
DirectionalLight
Applies the light
values from a GlobalDirectionalLight to the brush. Only
works with flat shaded brushes.
DontLightBackfacingFlag
If
DontLightBackfacingFlag is True the LithTech
FLAG_DONTLIGHTBACKFACING will be set for the light. The
light will not light backfacing polies. Useful to keep
lights from shining through walls, for instance.
Effect
A surface effect
applied to a brush. See EffectParam for usage.
Effects:
EffectParam
Parameters for a
brush effect (see Effect).
Parameters:
- Effect: Pan
EffectParam: <left/right pan speed>
<up/down pan speed>
- Effect: Rotate
EffectParam: <center> <speed> (reasonable
speed is 0.1)
- Effect: Warble
EffectParam: <center> <x speed> <y
speed> (reasonable speed is 0.3)
Example:
Warble center 1 0.3
Warble bbf 3 2
EmissionRadius
Indicates the radius
in which particles are generated.
EnableFog
Pretty much what
youd expect. Enables fog.
EndOfScenario
Vestigial property.
Ignore.
EnvironmentMap
The name of the
environment map to be used in the world. Environment maps
are used for chrome effects on models.
Evasive
BaseAI derived
classes
Determines how likely an AI is to strafe back and
forth once engaged with an enemy. Valid range is 0 to 5,
with 5 indicating no strafing at all.
Experience
BaseAI derived
classes
Used when calculating the AIs state. Valid
range is 0 to 4, with 4 causing the AI to be more likely
not to panic.
ExplosionStuff
Sets the explosion
effects (if any) used when the prop is destroyed or
receives a Fire message.
- CreateExplosion
If True, an explosion will be created.
- WeaponID
Specifies which weapon effect is created.
Vector weapons may have some issues, since their
impact effects are generated at the impact point
of a vector. If you use a vector weapon ID, a
vector will be fired straight down when the prop
is destroyed. The impact effect will be created
wherever the vector hits. Therefore, if
youve got an airborne prop, its best
to use the default (Bullgut) weapon ID.
- ExplosionSize
Adjust the damage radius of the explosion.
- FireAlongForward
Fires the weapon effect along the props
forward vector instead of generating it at the
props center. See WeaponID for additional
information.
- DamageFactor
Scales the amount of damage caused by the
explosion.
FarZ
Vestigial property.
Filename
The filename of the
object. Must be the full path with the .abc file
extension (e.g. "models\props\myprop.abc",
"sprites\mysprite.spr", etc.).
FileStream
Sets a sound to
stream rather every time it is played rather than be
retained in memory. This is best used for large sounds
FlatShade
The brush uses flat
shading, which, as the name implies, lights each surface
one flat shade based on an average of the light across
the entire face.
It is also possible to manually set a light value per
surface with flat shaded brushes. You can do so either in
brush mode or geometry mode by selecting the brush/face
and right clicking. Choose Edit Surface Color
and
set the color appropriately. Note that you will most
likely have to use very dark colors (10 10 15, for
example) in order to get decent-looking results.
Flat shaded brushes can also be lit with a
GlobalDirectionalLight, which requires FlatShade,
DirectionalLight (see below), and a
GlobalDirectionalLight object (see below).
Note: Make sure to turn off GouraudShade,
LightMap, and Subdivide.
FlushWithWorld
ScaleSprite
If this value is true, the object will be aligned
flush with the world (wall, floor, etc.) directly behind
(i.e., opposite the objects forward vector) the
object.
FogColor
Sets the fog color.
FogFarz
Sets the fogs
far clip plane
FogNearZ
Sets the fogs
near clip plane
FogLightFlag
If FogLightFlag is True
the LithTech FLAG_FOGLIGHT will be set for the light.
This will generate fog instead of light.
FOV
The field of view of
a DirLight. The greater the number, the wider the
lights cone will be.
FrictionCoefficient
Its probably a
good idea to leave this at its default value.
FullyBright
The brush is fully
bright. Lighting does not affect it.
Note: You probably wont use this flag very
often, but if you do, make sure to turn off LightMap and
Subdivide.
GameType
GameStartPoint
Determines which type of game the start point is used
for.
- Singleplay
- Deathmatch
GouraudShade
The brush uses
Gouraud shading, which is essentially vertex lighting.
You may experience some "swimming" effects with
Gouraud shaded surfaces if the light value on a given
surface is greatly different from that on another.
Gouraud shading is definitely the way to go on terrain
maps and other natural-looking areas, as it creates a
smoother, more organic look and blends the seams between
polygons. For best results, try to make the lighting
even.
Note: The GouraudShade flag can and
should co-exist with the LightMap and Subdivide flags if
you plan to allow users to turn off lightmapping, since
it generally looks better (i.e. smoother and more
consistent) unless youve specifically lit an area
for flat shading. The problem with flat shading is that
because it uses the average lighting on a surface, you
can end up with ugly blocky patterns on walls and floors
where adjacent polygons are lit differently. Gouraud
shading will smooth out the transition between the two
faces for a more natural look.
Gravity
Various
Specifies whether or not the object has gravity.
Note: (RotatingWorldModel) Turn off Gravity for best
results.
HarddrivingList
Specifies the files
to use as a playlist. Up to 30 files can be specified.
HearingRange
Indicates AIs
hearing radius in world units.
Hidden
VolumeBrush
Is the object visible (or active)
HitPoints
Specifies how many
hit points the object has.
Note: Any non-negative value will be used as the
exact hit point value. Setting HitPoints to 1 will
use the default for the AI subclass.
HullMaker
This is a tricky
one.
First off, a hullmaker is a "brush" that
creates a manual hull, which is used by the visibility
list to determine what you can see from any given point
in a level. Carefully placed hullmakers can reduce
polycounts, overdraw, and texture memory usage.
A hullmaker has to be a zero thickness brush, which you
must create in geometry mode the same way youd
create a regular brush. The difference is that when you
connect the dots, you wont be prompted to give the
brush dimension. You will only be able to select the
brush from the visible side.
Do yourself a favor and name all your hullmakers
consistently. "Hullmaker" will work fine. Then
group them, name the node "hullmakers", and
hide it.
Note: Hullmakers should be non-solid, invisible,
and have no lighting. Also, be sure to set the HullMaker
flag to true.
ImageFilename
TransmissionTrigger
The name of the PCX image displayed when a
transmission trigger occurs. This filename does not
include the path to the file, it is assumed to be located
in Interface\TranPix\ (e.g., hank.pcx)
InnerColor
The core color of
the light.
Note: InnerColor is applied to surfaces
facing a GlobalDirLight object.
InnerRadius
TriggerSound
The inner radius of the sound. In other words, the
farthest distance away from the origin of the sound where
the sound is still played at full volume.
InstrumentFiles
Specifies the 2
files for the DLS information. Separate file names with
spaces. The first file is the DLS file that contains the
instrument data. The second file is a style file. The
style file must contain bands that use all the
instruments of the DLS file.
IntensityFreq
IntensityFreq
specifies the frequency that the IntensityWaveform
follows. The higher the value, the faster the light will
cycle. Fractional values accepted.
IntensityMax
IntensityMax
specifies the maximum value for the ClientLightFXs
intensity.
IntensityMin
IntensityMin
specifies the minimum value for the ClientLightFXs
intensity. The intensity will cycle between IntensityMin
and IntensityMax based on the IntensityFreq and
IntensityPhase settings.
IntensityPhase
IntensityPhase
specifie the phase offset that the IntensityWaveform
follows. Values are in degrees between 0 and 360. A value
of 180 will cycle exactly out of phase with a
ClientLightFX with the same frequency and an offset of 0.
ClientLightFX objects with the same IntensityFreq and
IntensityPhase will play in sync.
IntensityWaveform
IntensityWaveform
specifies the waveform to use to vary the intensity..
Valid waveform values are:
- 0 No waveform,
light will not cycle.
- 1 Square waveform:
Light will cycle instantly between Min to Max
values.
- 2 Saw waveform:
Light will cycle from Min to Max along linear
values.
- 3 Ramp Up: Light
will ramp up from Min to Max values and then
reset directly to Min.
- 4 Ramp Down: Light
will ramp down from Max to Min values and then
reset to Max.
- 5 Sine: Light value
follows a Sine wave path between Min and Max,
- 6 Flicker 1: Light
follows a flicker pattern that only has Min and
Max values.
- 7 Flicker 2: Light
follows a more "organic" flicker
pattern (accoring to the Blood source)
- 8 Flicker 3: mostly
on flicker -- good for flaky fluourescents.
- 9 Flicker 4: mostly
off flicker -- good for really flaky
fluourescents
- 10 Strobe: Light
pulses from Max to Min.
- 11 Search: Light
follows a Sine pattern with some wait time in the
Min state.
Invisible
Wont be drawn,
but will still block the player and AIs.
Note: If an invisible brush intersects with
another brush, there will be a visible hole in the level
at the junction point. In general, its probably
safer to use a WorldModel, since WorldModels dont
subdivide geometry.
IsListener
If True, the camera
position, rather than the player position, acts as the
microphone.
KillerMessage
The message sent to
the object that killed this object.
Large
If True, creates a
scaled-up version of the AI for use in on foot levels.
LifeTime
If LifeTime is
non-zero it specifies the amount of time that the
ClientLightFX will exist after it is created or triggered
on.
LightMap
The brush uses
lightmapping, which, while slower to render than Gouraud
shading or flat shading, looks more natural. This should
be your default in most indoor structures.
LightObjects
Specifies whether or
not the light illuminates objects.
LightRadius
Specifies the radius
of illumination. In the editor, the radius of a selected
Light is graphically represented by a ring around the
light object.
LightScale
Sets the global
light scale for a level. This property was originally
implemented in order to make in-game flashbacks look
different from regular gameplay (for example, a bluish
tint).
LightSwitch
LightSwitch sets
whether or not the ClientLightFX object is in the on
state when it is created.
Locked
If Locked is
1 the Trigger cannot be activated.
Looping
If True, the
keyframer will continue to loop until turned off.
Note: if you want a keyframed object to loop, it
may be necessary to place the last key in the series in
the same exact position as the initial key, as the
initial keys TimeStamp is 0, which will cause the
object to snap back to this position.
LoopSound
TriggerSound
A looping sound played after a TriggerSounds
StartSound. If no StartSound is specified, the LoopSound
will commence immediately. The LoopSound plays until the
TriggerSound receives a Stop message, at which point the
StopSound is played.
LostTriggerMessage
Message sent when AI
loses sight of the player.
LostTriggerNumber
How many times the
message is sent.
LostTriggerTarget
Target for trigger
message sent when AI loses sight of the player.
Marksmanship
Specifies the
accuracy of an AIs aim. The valid range is 0 to 6,
0 being the most accurate and 6 being the least. These
are the default values for the Hard difficulty setting
and are adjusted for other difficulties.
Mass
The mass of the
object. In general, leave this value alone. Some objects
(like
Masses
Same as Mass.
MaximumVelocity
The maximum velocity
for a given particle in the system.
MaxNumDebris
The maximum number
of debris objects that will be generated when the prop is
destroyed. The actual number will be between the min and
max debris numbers.
Message1 (Message2, Message3)
The message sent if
string 1 is selected.
MessageName
The message sent
when a keyframed object reaches the key.
MessageName1
(MessageName2, etc.)
MessageName1 is
the message that will be sent to all objects named "TargetName1"
when the Trigger is activated.
MessageTarget
Target for trigger
message sent when a keyframed object reaches the key.
Note that you can do some cool stuff with destructible
keyframed objects, since they wont send a trigger
message if they get blown up before they reach the next
key.
MinimumVelocity
The minimum velocity
for a given particle in the system.
MinNumDebris
The minimum number
of debris objects that will be generated when the prop is
destroyed. The actual number will be between the min and
max debris numbers.
ModelAdd
Not supported.
MoveDelay
How long the door
waits before moving once it is triggered. This property
is especially useful for lifts, as it makes it much
easier for a player get onto a platform before it starts
moving. For most doors, youll probably want to
leave this 0, but 0.5 is a good value for lifts.
MoveDir
The vector in which
the door moves when activated.
0 No movement along this vector
-1 Moves along the negative vector (e.g. negative y
is down)
1 Moves along the positive vector (e.g. positive y
is up)
Note that you can use these vectors to make doors that
move at angles (for example, 1, -1, 0 will move the door
simultaneously along positive x and negative y.
MoveDist
How far the door
moves in world units. Its usually advisable to
leave about 4 units of the door visible in its open
position since moving it flush with a door frame will
create z-buffering issues (since the engine will draw
both the surface of the door and the surface of the door
frame). For example, if a door frame is 128 units tall,
have the door move 124 units up.
MoveToFloor
If True, object is
moved to floor on initial update. Should be set to False
for objects that are supposed to start in the air.
MusicDirectory
Specifies the path
to the data files used for IMA.
Name
Name is used
to give the object a unique name. This property should be
set if the level designer wants to refer to this object
(i.e. send it a message). Multiple objects may share the
same name, which is often useful for triggering multiple
objects at the same time.
Note: WorldModels (i.e. brushes
converted to objects such as doors, volume brushes, etc.)
must have unique names.
Note: Keys must be named with a base
name and a number, which indicates their position in the
series. The initial key, which indicates the keyframed
objects starting point, must be 0 in the series.
Note: Names are CASE SENSITIVE. John is
not the same as john (this is very important when sending
trigger messages to objects)
NeverDestroy
Specifies whether or
not an AI can be destroyed. If set to True, AI will be
immortal, but damage messages will still be sent. This
property effectively replaces CanDamage.
Nonexistent
If this flag is set,
the brush will be removed during preprocessing.
NoSnap
Used on terrain maps
to prevent geometry errors. If you have a terrain, set
this flag to True.
NumPolies
PolyGrid
The number of polygons used to make the surface mesh
of a polygrid. The higher the number, the smoother and
more intricate the surface plasma will be.
NumSurfacePolies
VolumeBrush
The number of polygons used to make the surface mesh
of a polygrid. The higher the number, the smoother and
more intricate the surface plasma will be.
ObjectName
The name of the
object you are keyframing.
ObjectOfDesire
Not implemented. Was
originally going to be used for the Guarding state, but
we never got around to adding that.
On
Specifies whether or
not the object starts active.
OneTime
If True, the camera
can only be activated once. Otherwise, it can be
activated repeatedly.
OnlyLightWorldFlag
If
OnlyLightWorldFlag is True the LithTech
FLAG_ONLYLIGHTWORLD will be set for the light. This will
keep the light from lighting objects.
OpenBusySound
Sound played while
door object is moving to its open position.
OpenStartSound
Sound played when
door object is activated. Use the path name (for example:
"sounds\doors\open1.wav").
OpenStopSound
Sound played when
door object reaches its open position.
OpenWaitTime
How long the door
remains in its open position before closing. This
property is ignored if the doors state is 8
(remains open) or 4 (must be triggered to close).
OuterColor
The color of the
lights penumbra, or fringe. Selecting a color other
than black can cause interesting (although not
particularly realistic) effects. In general, its
advisable to leave this color black unless youre
striving for a deliberate effect.
Note: OuterColor is used as the shadow
color for a GlobalDirLight object and is applied to
surfaces facing away from the GlobalDirLight.
All other surfaces are lit somewhere in between the
InnerColor and OuterColor. Experimentation is advisable.
OuterRadius
TriggerSound
The farthest distance away from the origin of the
sound that it can still be heard.
ParticleFlags
ParticleSystem
- Bounce 1 (hard on
performance)
- Shadows 2 (hard on
performance)
- Never die 4 (hard
on performance)
- Dumb 8 (game must
update and move particles)
Note:
These flags can be added together.
Note: None of these are used in Shogo.
ParticleGravity
Specifies the amount
of gravity applied to the particles in the system. Use 0
if you dont want any gravity to be applied.
ParticleLifetime
How long each
particle exists before being removed.
ParticlesPerSecond
How many particles
are produced per second.
ParticleRadius
ParticleSystem
The radius of each particle in the system. This value
is relative to the size of the texture used for the
particle.
PlasmaInfo
PolyGrid
See PlasmaType.
PlasmaType
PolyGrid
Indicates the type of plasma to use to generate
motion on the polygrid. Valid values are 0 for normal
plasma and 1 for 4 ring plasma (see Ring1Rate for more
information about 4 ring plasma)
PlayerMode
GameStartPoint
Sets the mode the player starts in.
Modes:
- 0 On foot
- 1 Predator
- 2 Enforcer
- 3 Ordog
- 4 Akuma
- 5 Kid
- Current MCA
- Multiplayer MCA
Note:
Mode 6 (Current MCA) is used for most MCA levels, as the
level designer cannot predict which MCA the player
selected. If you are assigning the player a specific MCA,
use its corresponding value.
Note: Mode 7 should be used for
Multiplayer levels if you want to allow players to select
specific MCAs. However, if you want to force ALL players
to use the same MCA you can use Mode 1, 2, 3, or 4.
PlayerTriggerable
Determines whether
or not the player can activate the trigger by touching
it.
Portal
Used in conjunction
with doors to create dynamic hullmakers. When the door is
closed, nothing beyond it will be drawn.
Note: Give the portal a name (a door
object must point to the portal by name) and set it up
just like a hullmaker.
PortalName
Specifies the name
of the doors portal (see Brush above for more
information on portals).
Pos
Pos describes
the location of the object in the world. Level designers
usually wont need to adjust this value manually (it
is automatically adjusted by moving the object in DEdit).
Priority
Sounds have
priorities within their SoundType. The valid numbers are
0, 1, and 2. Lower numbers have lower priority.
RadiusFreq
RadiusFreq specifies
the fequency that the RadiusWaveform follows. The higher
the value, the faster the light will cycle. Fractional
values accepted.
RadiusMax
RadiusMax specifies
the maximum value for the ClientLightFXs Radius.
RadiusMin
RadiusMin specifies
the minimum value for the ClientLightFXs radius.
The radius will cycle between RadiusMin and RadiusMax
based on the RadiusFreq and RadiusPhase settings.
RadiusPhase
RadiusPhase specifie
the phase offset that the RadiusWaveform follows. Values
are in degrees between 0 and 360. A value of 180 will
cycle exactly out of phase with a ClientLightFX with the
same frequency and an offset of 0. ClientLightFX objects
with the same RadiusFreq and RadiusPhase will play in
sync.
RadiusWaveform
RadiusWaveform
specifies the waveform to use to vary the Radius.. Valid
waveform values are are the same as for the
IntensityWaveform. The radius can have a completely
different waveform than the intensity for some weird
effects.
RampDownSound
RampDownSound
specifies the sound file to play when the ClientLightFX
starts to cycle from Max to Min.
RampUpSound
RampUpSound
specifies the sound file to play when the ClientLightFX
starts to cycle from Min to Max.
RemoveObjectives
Enter the string IDs
of objectives you wish to remove from the players
mission log. Separate string IDs with spaces.
Ring1Rate, Ring2Rate, Ring3Rate,
Ring4Rate
Polygrid
Used when PlasmaType is set to 1 in the polygrid.
These values determine the rate at which the first,
second, thrid, and forth plamsa rings change.
Rotatable
ScaleSprite
Tell the sprite to use the LithTech
FLAG_ROTATEABLESPRITE flag (this is the same as adding 8
to the ScaleSprites AdditionFlags property). See
AdditionalFlags.
Rotation
Rotation
describes the rotation (Yaw, Pitch, and Roll) of the
object. In the editor, objects are displayed as gray
boxes with colored lines emanating from the center to
indicate the objects orientation. The blue line is z
(forward and backward), red is y (up and
down), and green is x (left and right).
Scale
Prop
Allows you to adjust the scale of the object. The
default is 1 1 1.
ScaleX
ScaleSprite
Adjusts the X dimension of the sprite. The default is
0.5.
ScaleY
ScaleSprite
Adjusts the Y dimension of the sprite. The default is
0.5.
SendDelay
SendDelay indicates
the amount of time that the Trigger waits after it
is activated to send its messages.
Shadow
Specifies whether or
not the prop casts a shadow. Not that model shadows are
handled the same way as character shadows.
ShowDeadBody
If set to False, the
AI will vanish immediately when killed. Primarily used
for boss fights. Basically, if youre fighting a
boss who will appear again later in the game, you can
remove the AI immediately upon its defeat and spawn a new
version which you can script in a cinematic.
ShowSurface
VolumeBrush
Specifies whether or not a PolyGrid surface is drawn
on the VolumeBrush.
Skin
The filename of the
models texture map. Must be the full path with the
.dtx file extension (e.g.
"skins\props\myprop.dtx"). For the sake of
convenience, you should name models and skins
identically.
SkyFog
Specifies whether or
not the level contains sky fog.
SkyFogFarZ
The SkyFogs
far z value (see FogFarZ)
SkyFogNearZ
The SkyFogs
near z value (see FogNearZ)
SkyPan
Any brush with this
flag set can be affected by skypanning (i.e. cloud
shadows). In order for it to work, the brush cant
have lightmapping. Either Gouraud shading or flat shading
will work fine.
Note: In order for this flag to work, at
least one brush in the level must have the LightMap flag
set to True.
SkyPanning
Sets whether or not
skypanning will be used in the level.
SkyPortal
Indicates that the
brush is a sky portal (i.e. instead of seeing a texture
mapped brush, youll see the worlds sky).
Note: SkyPortal brushes should only have
Solid and SkyPortal set to True. All other flags should
be False.
Small
Creates a
scaled-down version of the AI for use in MCA levels.
SoftSky
Points to a sky box
used in software mode.
Solid
Specifies whether or
not an object is solid. Non-solid objects will not block
base characters or projectiles.
Notes: You should generally avoid using
this flag on Brushes. If you want a non-solid object
within a level, its generally advisable to bind it
to a WorldModel of some sort (door, volume brush, etc.)
and make the WorldModel object non-solid instead. Trust
me.
SolidLightFlag
If CastShadowsFlag
is True the LithTech FLAG_SOLIDLIGHT will be set.
Use the 'fastlight' method for this light.
SoundName
Key
Specifies the name of a sound to play when a specific
keyframer key is processed. See KeyFramer.
SoundPos
Allows you to
override the position at which door sounds are played in
the case of a very large door. Enter the x, y, and z
coordinates of the desired sound position. (Note: a good
way to locate a position is to place a temporary object
thereit can be any object you likeand write
down its Pos values. Then delete the temp object.)
SoundRadius
The total radius of
a sound generated by the object. The radius of a selected
object will be displayed as a ring in the editor.
SoundRadius is the distance away from the trigger
object that the sound can be heard (approx.)
Note: (key) I dont think this
property works.
Note: (prop) This is a vestigial
property. Best to avoid it.
Sounds
Used for overriding
default sounds in a particular category. Value should be
the sound that is to be played.
Spawn
Used for spawning
specific pickup items. Simply specify the name of the
pickup item you want to spawn exactly as it
appears in the object list in DEdit (e.g. FirstAid_25).
SpawnItem
Used for spawning
specific pickup items. Simply specify the name of the
pickup item you want to spawn exactly as it
appears in the object list in DEdit (e.g. FirstAid_25).
SpawnSound
Spawner
The sound that is played when the object is spawned.
Speed
Indicates how fast
the door moves in world units per second.
SpinDownSound
Sound plyaed while
WorldModel is spinning down to a stop.
SpinUpSound
Sound played while
WorldModel is spinning up to full velocity.
SpotTriggerMessage
Message sent when AI
spots the player.
SpotTriggerNumber
How many times the
spot trigger message is sent.
SpotTriggerTarget
Target for trigger
message sent when AI spots the player.
SpriteSurfaceName
Specifies the sprite
file to be used as a texture on the polygrid surface.
Note: you can achieve very cool results with animating
sprites and alpha-masked textures.
StartActive
The object will be
active from the moment the level loads.
StartOn
Specifies whether or
not the particle system starts active.
StartPointName
Sets the name of the
start point the player will begin the next level at. Used
primarily in cases in which a player may enter a level
from two different points.
StartSound
TriggerSound
The sound played when a TriggerSound receives a Start
message. Once the StartSound plays, the LoopSound will
begin unless none is specified.
State
Determines the
AIs starting state (see AI section for detail on
how the state system works).
- IDLE
- DEFENSIVE
- AGGRESSIVE
- RETREATING
- GUARDING (not
implemented)
- PANICKED
- PSYCHO (not
implemented)
StateFlags
Determines how the
door behaves.
- Self Triggerable 1
- Start in open
position 2
- Trigger to close 4
- Remains open 8
These flags can be added
together (i.e., Self triggerable and starts in open
position = 3)
StopSound
TriggerSound
The sound a TriggerSound plays when it receives a
Stop message.
String1ID (String2ID, String3ID)
The ID points to a
text string that is displayed on the screen by a
DialogTrigger. Players may cycle among available text
strings (up to three) and select the one they prefer by
hitting the Enter key.
StringID
Points to a text
string that is displayed on the screen.
Subdivide
Subdivides a surface
for lightmapping. Leave True for lightmapping. Set to
False for any other type of lighting.
SurfaceAlpha
Affects the
transparency of the surface, from 0 (transparent) to 1
(opaque).
SurfaceColor1
One end of a color
range that will cycle across the polygrid. The surface of
the polygrid will shift non-linearly between Color1 and
Color2.
SurfaceColor2
The other end of a
color range that will cycle across the polygrid. The
surface of the polygrid will shift non-linearly between
Color1 and Color2.
SurfaceHeight
Sets the turbulence
of a polygrid surface: ranges from 0 (flat) on up.
Target1 (Target2, Target3)
The target for the
trigger message corresponding to string 1.
TargetName1
(TargetName2, etc.)
TargetName1 is
the name of the object(s) that will receive the MessageName1
message (NOTE: all objects with this name will receive
this message).
TextureName
The texture used by
the particle. Can be anything you want.
Time
Not used.
TimeStamp
How long it takes
the keyframed object to reach the key from its current
position. Note that the initial key must have a TimeStamp
of 0.
TintColor
Changes the color of
the prop.
Translucency
If the models
texture map has an alpha mask, this property will allow
you to adjust the translucency of the prop. The range
runs from 0 (transparent) to 1 (opaque).
Translucent
The brush will be
translucent IF AND ONLY IF it is bound to a WorldModel of
some sort (door, volume brush, etc.) and if the texture
applied to it has some sort of alpha masking.
To verify that a texture has an alpha mask, select it in
the texture view, right click on the filename, and select
Texture Properties. Look for the Alpha Masks flag.
Note: In case it isnt obvious,
this flag should only be used with WorldModel subclasses.
TriggerDelay
TriggerDelay indicates
the amount of time after the Trigger has been
activated before the Trigger can be activated
again.
TriggerDims
By default, a door
will be triggered when a player or AI touches it. This
property allows you to create a larger trigger radius for
the door. See Trigger for more information on how to set
Trigger dims.
TriggerMessage
The message that is
sent to the object specified by TriggerTarget. Some
common messages are: Trigger, Start, Stop, On, Off, etc.
TriggerTarget
The name of the
object that should receive the TriggerMessage.
Note: Object names are CASE SENSITIVE.
Type
Camera
Specifies the type of camera to use.
Supported types are:
- Full screen
- Cinematic (i.e.,
Letterbox)
UnlockKey
UnlockKey is
the name of the key used to unlock this Trigger.
If the Trigger is locked and the Player (or AI)
has a key that matches UnlockKey, the Trigger
will be unlocked. NOTE: If the Trigger receives an
"UNLOCK" message, it will be unlocked regardless
of the value of UnlockKey.
VelocityOffset
ParticleSystem
This is the velocity offset (i.e., a random value
between velocityOffset and +velocityOffset) in both
the x and z directions (relative to the ParticleSystem)
that the each particle may travel.
Visible
Specifies whether or
not the object is visible.
Note: Invisible props can be useful
either for creating simple barriers for the player or
explosions (see ExplosionStuff).
Viscosity
VolumeBrush
Affects the resistance of a volume.
VisibleRange
Indicates how far an
AI can see in world units.
VoiceType
Each sound belongs
to a specific voice type. Shogo has 3 voice types:
miscellaneous (type 0), player (type 1), enemies (type
2).
Volume
The amplitude of a
sound.
Waveform
Specifies a movement
waveform for the door.
- 0 Linear (door
moves at a constant rate)
- 1 Sine (starts
slow, speeds up, then slows down)
- 2 Slow off (ends
slow)
- 3 Slow on (starts
slow)
WeaponId
Indicates which
weapon an AI has.
Wind
WorldProperties
This is a global (per level) wind velocity that is
added to some special effects. This velocity affects
mainly rocket smoke trails and explosion smoke drift.
XAxisRevTime (YAxisRevTime,
ZAxisRevTime)
The amount of time
it takes for the object to complete one full revolution
around the specified axis.
XAxisSpinUpTime
(YAxisSpinUpTime, ZAxisSpinUpTime)
How long it takes
the object to accelerate to full velocity.
XAxisSpinDownTime
(YAxisSpinDownTime, ZAxisSpinDownTime)
How long it takes
the object to decelerate to a complete stop
XRotateForward
(YRotateForward, ZRotateForward)
Specifies whether
object rotates forward or backward around its axis.
XScaleDuration
Polygrid,
VolumeBrush
This value indicates how long it takes (in seconds)
the polygrid surface to scale from XScaleMin to
XScaleMax.
XScaleMax
Polygrid,
VolumeBrush
The maximum polygrid scale value in the X dimension.
This value is used to scale the surface texture of the
polygrid.
XScaleMin
Polygrid,
VolumeBrush
The minimum polygrid scale value in the X dimension.
This value is used to scale the surface texture of the
polygrid.
XPan
Polygrid,
VolumeBrush
The time it takes the polygrid surface to complete a
full pan in the X dimension.
YScaleDuration
Polygrid,
VolumeBrush
This value indicates how long it takes (in seconds)
the polygrid surface to scale from YScaleMin to
YScaleMax.
YScaleMax
Polygrid,
VolumeBrush
The maximum polygrid scale value in the Y dimension.
This value is used to scale the surface texture of the
polygrid.
YScaleMin
Polygrid,
VolumeBrush
The minimum polygrid scale value in the Y dimension.
This value is used to scale the surface texture of the
polygrid.
YPan
Polygrid,
VolumeBrush
The time it takes the polygrid surface to complete a
full pan in the Y dimension.
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