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10-26-19 Update to 1.2.4.6 / Fallout 1st







50 Results
For COLL:DESC

NumberTextEDID
1$RadioAudioCategoryRadio
2A character controllerL_CHARCONTROLLER
3A helper object to smooth character controller & footIK traversal of steps.L_STAIRHELPER
4A trigger.L_TRIGGER
5A water area phantom.L_WATER
6All Flora including trees, bushes, weeds and flowers.L_TREES
7Animated static objects.L_ANIMSTATIC
8Avoid box cast in front of the character.L_AVOIDBOX
9blocks physical object but not LOSL_INVISIBLE_WALL
10Broad collision phantom.L_COLLISIONBOX
11Bumper that is attached to the character controllerL_CHARBUMPER
12Custom layer used for critters. Should receive hits from weapons/spells but not collide with characters or the world.L_CRITTER
13Debris objects are junk that we don't really care about. We can set them to the debris moiontypeL_DEBRIS_LARGE
14Generic large world clutter.L_CLUTTER_LARGE
15Generic world clutter, that cannot cut Navmesh.L_CLUTTER_NOCUT
16Generic world clutter.L_CLUTTER
17Hybrid layer acts as a projectile zone and a triggerL_GASTRAP
18It's a bipedL_BIPED
19Layer used for the phantoms in front of actors so that they can detect animated doors.L_DOORDETECTION
20Line of sight pick.L_LOS
21Non-projectile weapon.L_WEAPON
22Non-spell projectile.L_PROJECTILE
23Object the is not collidable with character.L_NONCOLLIDABLE
24Only for cutting namvesh.L_NAVCUT
25Only spells collide with this for triggering happenstances.L_SPELLTRIGGER
26Pick clutter and other items of interest.L_ITEMPICKER
27Pick for path smoothing and suchL_PATHINGPICK
28Player camera.L_CAMERA
29Portal layer (same setup as noncollidable, but used differently by game code)L_PORTAL
30same as L_TRANSPARENT_SMALL but animated.L_TRANSPARENT_SMALL_ANIM
31Signs, chains, flags and other static animatable objects.L_PROPS
32Small debris collide with fewer things than large debris doL_DEBRIS_SMALL
33special shell casing layer for casing soundsL_SHELLCASING
34SpellL_SPELL
35Sphere around the camera -- collides only with phantom objectsL_CAMERASPHERE
36Static object that is very thin (No projectile collision).L_TRANSPARENT
37Static object that is very thin (only collides with larger projectiles).L_TRANSPARENT_SMALL
38Static world object.L_STATIC
39Terrain from the Height Field Map.L_GROUND
40Terrain objects such as boulders and mountains.L_TERRAIN
41This layer only collides with dead actors.L_DEADACTORZONE
42This trigger type is used for the falling traps and should get trigger events when it collides with any visible collidable.L_TRIGGER_FALLINGTRAP
43Trap that is a cloud and doesn't have physical presence.L_CLOUDTRAP
44TrapsL_TRAP
45Trigger type for stream-lined actor only trigger boxes.L_ACTORZONE
46triggers on both living and dead actorsL_LIVING_AND_DEAD_ACTORS
47Used for Cone Projectiles, which ignore hits with certain collision layers.L_CONEPROJECTILE
48Volumes in which sound is manipulatedL_ACOUSTIC_SPACE
49We need this to allow collision with the actor's ragdoll instead of its character controller.L_BIPED_NO_CC
50We need this to differentiate between keyframed + dynamic BipedsL_DEADBIP



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