Activator
Revision as of 16:31, 3 December 2008 by imported>Henning
An activator is a World Object can be used (or activated) by an actor or another activator.
Activator Dialog[edit | edit source]
- ID: Unique indentifier for this form.
- Name: Display name.
- Script: Selects the script for this object.
- Script edit button: Opens the script for editing.
- Model: Displays the model for this object.
- Edit: Chooses the model for this object.
- Sounds:
- Activate: Sound that plays when object is activated.
- Looping: Selects the looping sound for this object.
- NavMesh Generation Import Option: Sets how the object interacts with navmesh generation.
- Collision Geometry: Navmesh will test against the collision of the object.
- Bounding Box: Navmesh will test against the bounding box of the object.
- Filter: Navmesh will ignore the object completely.
- Ground: Navmesh will treat the object like it is part of the ground.
- Water Type: Editor ID of water type, if applicable.
- Radio Station: Editor ID of the Radio Station, for radio activators.
- Add Destruction Data: Sets the damage states if an object is destructable.
- Flags:
- Dangerous:
- Obstacle:
- On Local Map:
- Has Tree LOD:
- Quest Item:
- Random Anim Start: If checked, this object kicks off its idle animation at a random start time. This is so you can put a couple of the same animated activators in a scene and they won't be animating in synch.
- Visible When Distant:
- Child Can Use:
- Has Platform/Language Specific Textures: