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Skyrim SE Special Edition v1.5.3


48 Results
For COLL:DESC

NumberEDIDText
1L_CHARCONTROLLERA character controller
2L_STAIRHELPERA helper object to smooth character controller & footIK traversal of steps.
3L_TRIGGERA trigger.
4L_WATERA water area phantom.
5L_TREESAll Flora including trees, bushes, weeds and flowers.
6L_ANIMSTATICAnimated static objects.
7L_AVOIDBOXAvoid box cast in front of the character.
8L_INVISIBLE_WALLblocks physical object but not LOS
9L_COLLISIONBOXBroad collision phantom.
10L_CRITTERCustom layer used for critters. Should receive hits from weapons/spells but not collide with characters or the world.
11L_DEBRIS_LARGEDebris objects are junk that we don't really care about. We can set them to the debris moiontype
12L_CLUTTERGeneric world clutter.
13L_GASTRAPHybrid layer acts as a projectile zone and a trigger
14L_BIPEDIt's a biped
15L_DOORDETECTIONLayer used for the phantoms in front of actors so that they can detect animated doors.
16L_LOSLine of sight pick.
17L_WEAPONNon-projectile weapon.
18L_PROJECTILENon-spell projectile.
19L_NONCOLLIDABLEObject the is not collidable with character.
20L_NAVCUTOnly for cutting namvesh.
21L_SPELLTRIGGEROnly spells collide with this for triggering happenstances.
22L_ITEMPICKERPick clutter and other items of interest.
23L_PATHINGPICKPick for path smoothing and such
24L_CAMERAPlayer camera.
25L_PORTALPortal layer (same setup as noncollidable, but used differently by game code)
26L_TRANSPARENT_SMALL_ANIMsame as L_TRANSPARENT_SMALL but animated.
27L_PROPSSigns, chains, flags and other static animatable objects.
28L_DEBRIS_SMALLSmall debris collide with fewer things than large debris do
29L_SHELLCASINGspecial shell casing layer for casing sounds
30L_SPELLSpell
31L_CAMERASPHERESphere around the camera -- collides only with phantom objects
32L_TRANSPARENTStatic object that is very thin (No projectile collision).
33L_TRANSPARENT_SMALLStatic object that is very thin (only collides with larger projectiles).
34L_STATICStatic world object.
35L_GROUNDTerrain from the Height Field Map.
36L_TERRAINTerrain objects such as boulders and mountains.
37L_TRAP_TRIGGERThis is a trigger type that should only look for living actors, for trap trigger boxes.
38L_DEADACTORZONEThis layer only collides with dead actors.
39L_TRIGGER_FALLINGTRAPThis trigger type is used for the falling traps and should get trigger events when it collides with any visible collidable.
40L_CLOUDTRAPTrap that is a cloud and doesn't have physical presence.
41L_TRAPTraps
42L_ACTORZONETrigger type for stream-lined actor only trigger boxes.
43L_LIVING_AND_DEAD_ACTORStriggers on both living and dead actors
44L_WARDUsed for collision geometry attached to Ward magic visuals.
45L_CONEPROJECTILEUsed for Cone Projectiles, which ignore hits with certain collision layers.
46L_ACOUSTIC_SPACEVolumes in which sound is manipulated
47L_BIPED_NO_CCWe need this to allow collision with the actor's ragdoll instead of its character controller.
48L_DEADBIPWe need this to differentiate between keyframed + dynamic Bipeds


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