HasMobilePhysics Property

Usage:
   ObjectTemplate.HasMobilePhysics boolean

Argument values:

argument 1:    0, 1; most commonly 1

Description: If the object is mobile, this should be set to 1 so that the physics engine knows. This property sets the physics engine to calculate the object in the world as a mobile object. If you turn this on, the object will settle to the ground. For it to be stable, it should have springs and wheels or floaters. SetHasMobilePhysics is another name for this property.

Related properties: HasCollisionPhysics, HasResponsePhysics, SetHasMobilePhysics

Used in object types (and how often in each type): AnimatedBundle (18%), Bundle (40%), ClusterProjectile (100%), Engine (51%), Hook (13%), LandingGear (89%), LodObject (24%), PlayerControlObject (38%), Projectile (64%), RotationalBundle (17%), Spring (100%), Winch (100%), WireLink (100%), simpleobject (2%)

Used in a total of 333 .con files: Commonsoldierdata.inc, Effects.con, Objects.con, Physics.con, Weapons.con

Parent directories of these .con files: objects/Vehicles, objects/Soldiers, objects/Objectives, objects/MOVE_FILES, objects/Effects, Bf1942/Levels

Example: (from objects/Vehicles/Land/LVT4/Objects.con)
   rem *** WaterBuffalo ***
   ObjectTemplate.Create PlayerControlObject LVT4
   ObjectTemplate.NameTagOffset 0/-0.2/0
   ObjectTemplate.SetNetworkableInfo WaterBuffaloBodyInfo
   ObjectTemplate.SaveInSeparateFile 1
   ObjectTemplate.CullRadiusScale 2.5
   ObjectTemplate.HasMobilePhysics 1
   ObjectTemplate.HasDynamicShadow 1
   ObjectTemplate.ExplosionRadius 8
   ObjectTemplate.ExplosionDamage 5
   ObjectTemplate.Drag 2.0
   ObjectTemplate.Mass 25000
   ObjectTemplate.HasCollisionPhysics 1
   ObjectTemplate.HasResponsePhysics 1
   ObjectTemplate.HasArmor 1
   ObjectTemplate.SpeedMod 1
   ObjectTemplate.ExitTimer 0.75
   ObjectTemplate.Hitpoints 65
   ObjectTemplate.Maxhitpoints 65
   ObjectTemplate.Material 45
   ObjectTemplate.CriticalDamage 9
   ObjectTemplate.ExplosionForceMod 20
   ObjectTemplate.HpLostWhileCriticalDamage 3
   ObjectTemplate.HpLostWhileUpSideDown 8
   ObjectTemplate.AddArmorEffect 25 e_Kubeldamage 0/1.2/0
   ObjectTemplate.AddArmorEffect 6 e_KubelFire 0/1.2/0
   ObjectTemplate.AddArmorEffect 0 e_scrapmetal_willy 0/0/0
   ObjectTemplate.AddArmorEffect 0 e_ExplGas 0/1.2/0
   ObjectTemplate.AddArmorEffect -1 WaterWaterExplosion 0/0/0
   ObjectTemplate.AiTemplate WaterBuffaloAI
   rem -------------------------------------
   ObjectTemplate.AddTemplate lodWaterBuffalo
   ObjectTemplate.AddTemplate WaterBuffalo_Rudder_Stern
   ObjectTemplate.SetPosition 0/-1.0/2.5
   ObjectTemplate.SetRotation 0/0/-90
   ObjectTemplate.AddTemplate WaterBuffalo_Rudder_Aft
   ObjectTemplate.SetPosition 0/-1.75/-2.5
   ObjectTemplate.SetRotation 0/0/-90
   ObjectTemplate.AddTemplate WaterBuffalo_Floater
   ObjectTemplate.SetPosition 1.2/1.2/-1.499
   ObjectTemplate.AddTemplate WaterBuffalo_Floater
   ObjectTemplate.SetPosition -1.199/1.2/-1.499
   ObjectTemplate.AddTemplate WaterBuffalo_Floater
   ObjectTemplate.SetPosition 1.2/1.2/1.5
   ObjectTemplate.AddTemplate WaterBuffalo_Floater2
   ObjectTemplate.SetPosition -1.199/1.2/1.5
   rem -------------------------------------
   ObjectTemplate.SetSoldierExitLocation -2/0/0 0/0/0
   ObjectTemplate.GUIIndex 71
   ObjectTemplate.SetVehicleIcon "Vehicle/Icon_Waterbuffalo.tga"
   ObjectTemplate.SetVehicleIconPos 67/95
   ObjectTemplate.SetNumberOfWeaponIcons 0
   rem ObjectTemplate.setPrimaryAmmoIcon "Ammo/Icon_bullet.tga"
   rem ObjectTemplate.setPrimaryAmmoBar ABAmmoBarHeatBar
   ObjectTemplate.SetCrossHairType CHTNone
   ObjectTemplate.SetVehicleCategory VCLand
   ObjectTemplate.SetVehicleType VTApc
   ObjectTemplate.SetToolTipType TTLVT4
   ObjectTemplate.SetMinimapIcon "Minimap/minimap_icon_lvt_16x16.dds"
   ObjectTemplate.HasRestrictedExit 1


Go to the ObjectTemplate properties list page, ObjectTemplate page, All Properties list, or Main scripting page.