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1.3.3.31

53 Results For COLL:DESC 250 Max
A character controller
A helper object to smooth character controller & footIK traversal of steps.
A trigger.
A water area phantom.
All Flora including trees, bushes, weeds and flowers.
Animated static objects.
Avoid box cast in front of the character.
Blocks cursor picking to objects beyond.
blocks physical object but not LOS
Broad collision phantom.
Bumper that is attached to the character controller
Confusing name. Blocks player and dead actors.
Custom layer used for critters. Should receive hits from weapons/spells but not collide with characters or the world.
Debris objects are junk that we don't really care about. We can set them to the debris moiontype
Generic large world clutter.
Generic world clutter, that cannot cut Navmesh.
Generic world clutter.
Hybrid layer acts as a projectile zone and a trigger
It's a biped
Layer used for the phantoms in front of actors so that they can detect animated doors.
Line of sight pick.
Non-projectile weapon.
Non-spell projectile.
Object the is not collidable with character.
Only collides with bare requirements. Does not collide on projectiles.
Only for cutting namvesh.
Only spells collide with this for triggering happenstances.
Pick clutter and other items of interest.
Pick for path smoothing and such
Player camera.
Portal layer (same setup as noncollidable, but used differently by game code)
same as L_TRANSPARENT_SMALL but animated.
Signs, chains, flags and other static animatable objects.
Small debris collide with fewer things than large debris do
special shell casing layer for casing sounds
Spell
Sphere around the camera -- collides only with phantom objects
Static object that is very thin (No projectile collision).
Static object that is very thin (only collides with larger projectiles).
Static world object.
Terrain from the Height Field Map.
Terrain objects such as boulders and mountains.
This is a trigger type that should only look for living actors, for trap trigger boxes.
This layer only collides with dead actors.
This trigger type is used for the falling traps and should get trigger events when it collides with any visible collidable.
Trap that is a cloud and doesn't have physical presence.
Traps
Trigger type for stream-lined actor only trigger boxes.
triggers on both living and dead actors
Used for Cone Projectiles, which ignore hits with certain collision layers.
Volumes in which sound is manipulated
We need this to allow collision with the actor's ragdoll instead of its character controller.
We need this to differentiate between keyframed + dynamic Bipeds




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