Fallout 4 v1.9



50 Results
For COLL:DESC

RECEDIDText
COLL:DESCL_ACOUSTIC_SPACEVolumes in which sound is manipulated
COLL:DESCL_ACTORZONETrigger type for stream-lined actor only trigger boxes.
COLL:DESCL_ANIMSTATICAnimated static objects.
COLL:DESCL_AVOIDBOXAvoid box cast in front of the character.
COLL:DESCL_BIPEDIt's a biped
COLL:DESCL_BIPED_NO_CCWe need this to allow collision with the actor's ragdoll instead of its character controller.
COLL:DESCL_CAMERAPlayer camera.
COLL:DESCL_CAMERASPHERESphere around the camera -- collides only with phantom objects
COLL:DESCL_CHARBUMPERBumper that is attached to the character controller
COLL:DESCL_CHARCONTROLLERA character controller
COLL:DESCL_CLOUDTRAPTrap that is a cloud and doesn't have physical presence.
COLL:DESCL_CLUTTERGeneric world clutter.
COLL:DESCL_CLUTTER_LARGEGeneric large world clutter.
COLL:DESCL_CLUTTER_NOCUTGeneric world clutter, that cannot cut Navmesh.
COLL:DESCL_COLLISIONBOXBroad collision phantom.
COLL:DESCL_CONEPROJECTILEUsed for Cone Projectiles, which ignore hits with certain collision layers.
COLL:DESCL_CRITTERCustom layer used for critters. Should receive hits from weapons/spells but not collide with characters or the world.
COLL:DESCL_DEADACTORZONEThis layer only collides with dead actors.
COLL:DESCL_DEADBIPWe need this to differentiate between keyframed + dynamic Bipeds
COLL:DESCL_DEBRIS_LARGEDebris objects are junk that we don't really care about. We can set them to the debris moiontype
COLL:DESCL_DEBRIS_SMALLSmall debris collide with fewer things than large debris do
COLL:DESCL_DOORDETECTIONLayer used for the phantoms in front of actors so that they can detect animated doors.
COLL:DESCL_GASTRAPHybrid layer acts as a projectile zone and a trigger
COLL:DESCL_GROUNDTerrain from the Height Field Map.
COLL:DESCL_INVISIBLE_WALLblocks physical object but not LOS
COLL:DESCL_ITEMPICKERPick clutter and other items of interest.
COLL:DESCL_LIVING_AND_DEAD_ACTORStriggers on both living and dead actors
COLL:DESCL_LOSLine of sight pick.
COLL:DESCL_NAVCUTOnly for cutting namvesh.
COLL:DESCL_NONCOLLIDABLEObject the is not collidable with character.
COLL:DESCL_PATHINGPICKPick for path smoothing and such
COLL:DESCL_PORTALPortal layer (same setup as noncollidable, but used differently by game code)
COLL:DESCL_PROJECTILENon-spell projectile.
COLL:DESCL_PROPSSigns, chains, flags and other static animatable objects.
COLL:DESCL_SHELLCASINGspecial shell casing layer for casing sounds
COLL:DESCL_SPELLSpell
COLL:DESCL_SPELLTRIGGEROnly spells collide with this for triggering happenstances.
COLL:DESCL_STAIRHELPERA helper object to smooth character controller & footIK traversal of steps.
COLL:DESCL_STATICStatic world object.
COLL:DESCL_TERRAINTerrain objects such as boulders and mountains.
COLL:DESCL_TRANSPARENTStatic object that is very thin (No projectile collision).
COLL:DESCL_TRANSPARENT_SMALLStatic object that is very thin (only collides with larger projectiles).
COLL:DESCL_TRANSPARENT_SMALL_ANIMsame as L_TRANSPARENT_SMALL but animated.
COLL:DESCL_TRAPTraps
COLL:DESCL_TRAP_TRIGGERThis is a trigger type that should only look for living actors, for trap trigger boxes.
COLL:DESCL_TREESAll Flora including trees, bushes, weeds and flowers.
COLL:DESCL_TRIGGERA trigger.
COLL:DESCL_TRIGGER_FALLINGTRAPThis trigger type is used for the falling traps and should get trigger events when it collides with any visible collidable.
COLL:DESCL_WATERA water area phantom.
COLL:DESCL_WEAPONNon-projectile weapon.



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