Named Properties

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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. It describes model appearance on in-game 2d map. It does not affect the wrp content. Changes to the model, affect the display, not, the wrp. In general an icon is associated with different names.

Possible values:


  • building: shows greyed rectangle.
  • bunker
  • busstop
  • bush
  • church
  • chapel
  • cross
  • forest
  • forest square (?)
  • forest triangle (?)
  • forest border (?)
  • fountain
  • fortress
  • fuelstation
  • fence
  • hide (object will not be displayed on the map) Typical for streetlamps
  • hospital
  • house OFP:(will display config.cpp object displayName on mouseover in Mission Editor)
  • house ARMA: no apparent difference between this and 'building'
  • lighthouse
  • quay
  • rock
  • road
  • tree
  • view-tower

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

Source

Agent Smith's Page

Thanks to Agent_Smith, Chris Death, Ian Malcolm, Lester, Midship, Remcen and Kegetys for contributions.

--Berghoff 11:56, 13 June 2006 (CEST)