Named Properties
Named Properties
Named Properties can be set in Oxygen. If you don't see this you must first active the Named Properties window under -> Window -> Named Properties, or simply press Alt+P.
LodNoShadow
Usage: all resolution LODs. Possible values: 1 or 0
This property will force the engine to skip given LODs with this property set to 1, while calculating model shadows. You can use it to force the shadow to be cast only by the selected LOD. Use it in any LOD with 300+ faces, as they will NOT cast shadow in game anyway (this will speed things up a bit).
map
Usage: This property should be applied to Geometry LOD.
This property describes model appearance on in-game map.
Possible values:
- builiding
- house (will display config.cpp object displayName /if defined/ on mouseover in Mission Editor)
- tree
- bush
- forest
- rock
- fuelstation
- fence
- church
- chappel
- road
- hospital
- quay
- lighthouse
- view-tower
- fountain
- fortress
- bunker
- cross
- busstop
- forest square (?)
- forest triangle (?)
- forest border (?)
- hide (object will not be displayed on the map)
class
Usage: This property should be applied to Geometry LOD. Object behavior/simulation model depends on this setting as well as namesound.
It should be noted , that the named property 'class', also derives , how an object fits to the terrain surface.
For example there is a difference between class house and class forest, where terrain surface match is calculated differently.
Possible values:
- road (road or brige)
- house (required for ladders and custom animations to work)
- building
- tree
- bush
- fuelstation
- fence
- streetlamp
ArmA only:
- BushSoft (for bushes that bend easy in slight wind)
- BushHard
- TreeSoft (for trees that sway longer in both direction)
- TreeHard
dammage or damage for ArmA
Usage: Geometry LOD. This setting defines what happens to object after it is destroyed.
Please note that armor value can be set via config.cpp.
Killed eventhandler defined in config.cpp will also work for map embedded objects.
Possible values:
- building
- house
- tree (object will fall over when destroyed)
- fence (object will fall over when destroyed)
- engine (object will explode upon destruction)
- bush
- tent (object will collapse)
- no (no visual change will be made when object is destroyed)
canOcclude
Usage: Geometry LOD / View Geometry LOD.
Objects hidden behind view geometry are normally not rendered by engine. Unfortunatelly, some objects like trees, have many "holes" in their body, so if object will not be rendered behind tree, it will dissapear and it won't be visible.
Using CanOcclude = 0 property will prevent this undesired effect from happening.
canbeoccluded
Usage: Geometry LOD / View Geometry LOD. If it is set to 0, the model will be drawn even if it normally would be culled away by occlusion culling (ie. the view geometry is completely hidden behind another objects view geometry).
Source & Credits
Thanks to Agent_Smith, Chris Death, Ian Malcolm, Lester, Midship, Remcen and Kegetys for contributions.
--Berghoff 11:56, 13 June 2006 (CEST)