Properties
From Alcugs
Note: Anything extracted from any Plasma Resource Files is property of Cyan Worlds, Inc. You may not use these assets without recieving written permission from Cyan Worlds, Inc.
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PyPRP Properties
This is a list of all known properties accepted by Plasma that you can specify in PyPRP
alcspecial
'OBSOLETE! - see "prpregion" below'
Type: string
Values:
footsteprgn: This is a footstep region object paniclnkrgn: This is a panic link region
alctype
Type: string
Values:
collider: This object is a collider and should share the same name as the physical object swpoint: This is a SpawnPoint (LinkInPoint) object: This is the default setting. It exports as an object region: The object is a region point: This is an empty mesh with just a coordinate interface sprite: This object should rotate to face the camera
col_type
Type: string
Values:
1: Bounding Box (The engine will use the faces of the object's bounding box for collision detection.) 2: Bounding Sphere (The engine will use the object's bounding sphere for collision detection.) 3: Convex Hull (The engine will use the faces of the object's convex hull for collision detection.) 4: Faces (The engine will use the faces of the object for collision detection.) 5: Faces (The engine will use the faces of the object for collision detection.)
col_flags0
Type: string (Hexadecimal Number)
Values:
0002 - ??? 0100 - Enables collision with avatars - object state is saved into the age sav 0200 - Enables collision with avatars - object state is not saved. (default) 0400 - Game Sensors. Used for clickables, GUIs, etc..
Note: You must set the result of the or operation of all flags. For example: 0x0602, is the result of flags 0x0002, 0x0400 & 0x0200.
col_flags1
Type: string (Hexadecimal Number)
Values:
00000000: ??? So far the only value seen.
col_flags2
Type: string (Hexadecimal Number)
Values:
00000000 - ??? 02000000 - Enables collision with static objects, and other objects (default)
col_flags3
Type: string (Hexadecimal Number)
Values:
0000: ??? Only value seen at this point.
col_flags4
Type: string (Hexadecimal Number)
Values:
00000001 - kDisable 00000002 - kWeightless 00000004 - kPinned 00000008 - kWarp 00000010 - kUpright 00000020 - kPassive 00000040 - kRotationForces 00000080 - kCameraAvoidObject 00000100 - kPhysAnim 00000200 - kStartInactive 00000400 - kNoSyncronize 00000800 - kSuppressed
col_flags5
Type: string (hexadecimal Number)
Values:
00000000 - ??? 00000002 - Might have something to do with clikables 00000004 - Camera Avoid flag (for objects/colliders) 00000040 - Dissables friction (between avatars and the collider)
el
Type: float
Values:
number: The elasticity of the object.
footstepsound
Type: string
Values:
00 - Dirt 01 - ??? 02 - Shallow Water 03 - Vase in kadish vault 04 - Metal 05 - Wooden Bridge 06 - Ladder (fallen bridges in cleft) 07 - Grass 08 - ??? 09 - Wood 0A - Soft Object (Rug) 0B - Stone 0C - ??? 0D - Ladder (general) (Kadish stone ladder) 0E - Ladder (wood) (Cleft tree ladder) 0F - Deep Water 12 - Swimming
lightsXXX
Type: string
Values:
The name of the lamp which casts light on the object
Note: An object can have the property light000, lights001, lights002, lights003, etc.. for as many lights are there are that cast light on the object. Always start with lights000.
mass
Type: float
Values:
number: The mass of the object.
material
Type: string
Values:
material: The name of the material assigned to the object.
name
Type: string
Values:
name: Name of the object when exported.
page_num
Type: string
Values:
number: Number of the page that the object belongs to.
prpregion
Type: string
Values:
footsteprgn: A footstep sound region paniclnkrgn: A panic link region swimrgn: A swimdetector region swimplainsfc: A simple swimming surface swimscursfc: A linear current swimming region swimccursfc: A circular current swimming region climbregion: A climbing region camerargn: A camera region clickrgn: A region needed by clickable objects.
See NewStyleRegions for more info
rc
Type: float
Values:
number: The friction coefficient of the object.
sprite_flags
Type: string
Values:
0 - Pivot Face 1 - Pivot Favor Y 2 - Pivot Y 3 - Pivot Tumble 4 - Scale 5 - Face Camera 6 - Face List 7 - Face Play 8 - Face Object 9 - Offset A - Offset Local B - Maximum Bounds
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