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.