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01-15-20
361 Changes in 1.2.7.2
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50 Results
For COLL:DESC
#TextEDID
1A character controllerL_CHARCONTROLLER
2A helper object to smooth character controller & footIK traversal of steps.L_STAIRHELPER
3A trigger.L_TRIGGER
4A water area phantom.L_WATER
5All Flora including trees, bushes, weeds and flowers.L_TREES
6Animated static objects.L_ANIMSTATIC
7Avoid box cast in front of the character.L_AVOIDBOX
8blocks physical object but not LOSL_INVISIBLE_WALL
9Broad collision phantom.L_COLLISIONBOX
10Bumper that is attached to the character controllerL_CHARBUMPER
11Custom layer used for critters. Should receive hits from weapons/spells but not collide with characters or the world.L_CRITTER
12Debris objects are junk that we don't really care about. We can set them to the debris moiontypeL_DEBRIS_LARGE
13Generic large world clutter.L_CLUTTER_LARGE
14Generic world clutter, that cannot cut Navmesh.L_CLUTTER_NOCUT
15Generic world clutter.L_CLUTTER
16Hybrid layer acts as a projectile zone and a triggerL_GASTRAP
17It's a bipedL_BIPED
18Layer used for the phantoms in front of actors so that they can detect animated doors.L_DOORDETECTION
19Line of sight pick.L_LOS
20Non-projectile weapon.L_WEAPON
21Non-spell projectile.L_PROJECTILE
22Object the is not collidable with character.L_NONCOLLIDABLE
23Only for cutting namvesh.L_NAVCUT
24Only spells collide with this for triggering happenstances.L_SPELLTRIGGER
25Pick clutter and other items of interest.L_ITEMPICKER
26Pick for path smoothing and suchL_PATHINGPICK
27Player camera.L_CAMERA
28Portal layer (same setup as noncollidable, but used differently by game code)L_PORTAL
29same as L_TRANSPARENT_SMALL but animated.L_TRANSPARENT_SMALL_ANIM
30Signs, chains, flags and other static animatable objects.L_PROPS
31Small debris collide with fewer things than large debris doL_DEBRIS_SMALL
32special shell casing layer for casing soundsL_SHELLCASING
33SpellL_SPELL
34Sphere around the camera -- collides only with phantom objectsL_CAMERASPHERE
35Static object that is very thin (No projectile collision).L_TRANSPARENT
36Static object that is very thin (only collides with larger projectiles).L_TRANSPARENT_SMALL
37Static world object.L_STATIC
38Terrain from the Height Field Map.L_GROUND
39Terrain objects such as boulders and mountains.L_TERRAIN
40This is a trigger type that should only look for living actors, for trap trigger boxes.L_TRAP_TRIGGER
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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