Difference between revisions of "Explosion"

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imported>Cipscis
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imported>Syn23
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*RefIDs assigned to explosions will be marked for deletion once the explosion has run its course.
*RefIDs assigned to explosions will be marked for deletion once the explosion has run its course.


[[Category:Miscellaneous]]
[[Category:Special Effect]]
[[Category:Special Effect]]

Revision as of 06:52, 26 March 2009

Explosion Dialog

  • ID: Unique identifier for this form.
  • Name: Display name.
  • Force: The push of the blast.
  • Damage: The amount of damage that can be received if standing within the blast radius.
  • Radius: This is the radius of the area of influence of the explosion; any rigid body within this radius is pushed, and any reference within it may be damaged.
  • IS Radius: Radius of the area that will see the ImageSpace effect.
  • Always Uses World Orientation: Whether the blast will be aligned with the ground.
  • Ignore LOS Check: Sets the explosion to ignore a line-of-site check to the target.
  • Push Explosion Source Ref Only: Select this to have the explosion's force only affect the object itself. Used in destruction data.
  • Ignore Imagespace Swap: Overrides close proximity explosion optimization (which removes the blinding flash from explosions).
  • Radiation:
    • RAD Level: Amount of RADs per second.
    • Radius: Size of radiation effect.
    • Dissipation Time: Duration of radiation effect.
  • Art File: Name of the file that contains the special effect graphic.
  • Light: Editor ID of the light used by explosion. Currently unsupported.
  • Enchantment: Object Effect that gets applied to explosion.
  • Sound 1: Sound effect played during explosion.
  • Sound 2: Second sound effect played during explosion.
  • IS Mod: The ImageSpace Modifier that plays when explosion occurs.
  • Impact Data Set: Sets up the effect the explosion has on its impact with different materials as the blast radiates outward.
  • Sound Level: Sets the volume of the explosion for detection purposes.
  • Knock Down Living Actors: If checked, blast will knock down actors without necessarily killing them. If unchecked, actors that are not killed by the blast will remain standing.

Notes

  • RefIDs assigned to explosions will be marked for deletion once the explosion has run its course.