Classnames: | obj_* |
Purpose: | Interior decoration, occasionally props for puzzle-solving |
H2 Code: | object.hc, barrel.hc |
fields required: | origin |
`Objects' are a rather large group of entities, pots, furniture, heads,
statues, etc. that provide decoration and atmosphere, and are also sometimes
involved in solving puzzles. Their names almost all begin with `obj_',
since there are so many, I don't list them in the table above. Since
they have many properties in common, I'll go through these first, then
discuss some of the more specific types. And then do the same thing for the Mission Pack objects. This tally of objects is now supposed to be complete, so if you find it incomplete, inaccurate, or incomprehensible, please let me know!
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origin | Value is a triple of numbers, location of item. Your editor should manage this visually, automatically. |
angle | Value a number, determines which way the entity is facing. default = 0 means west. |
mass | Value a number, meaningfl for objects that are pushable, which is basically all of the ones that you'ld expect to be pushable in real life (pots and benches, but not trees and tombstones). mass determines the effect for triggering pressure plates, and breaking ice, as well as whether they can be lifted. |
health | Value a number, determines how hard it is to smash the object, if it's destructible (most are). Default depends on object-type. Destructible objects can spawn certain other objects and mana. |
abslight | Value a number between 0 and 1, determining how bright the object seems in darkness. Default = 0. |
scale | Value a number, modifies the size of the object (scale 2 makes obj_chair seem twice as big). Default = 1. I've tested scales between .5 and 2.5; greater than 2.5 doesn't seem to work properly; I haven't looked for the lower limit. |
Vegetation: | obj_tree, obj_tree1, obj_bush1, obj_plant_generic/meso/rome obj_hedge1, obj_hedge2, obj_hedge3 | ||||
Scenery: | obj_fountain, obj_tombstone1, obj_tombstone2, obj_fence | ||||
Statues: | obj_statue_angel/athena/caesar/king/lion/mars/mummy/mummy_head obj_statue_neptune/olmec/snake/snake_coil/tut/sword | ||||
Corpses: | obj_corpse1, obj_corpse2. These drop, and have a skin attribute:
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Grisly Bits: | obj_playerhead_assassin/crusader/necromancer/paladin, obj_skull, obj_skullstick, obj_skull_stick2, obj_bonepile | ||||
Misc: | obj_pew, obj_beefslab, obj_book_open/closed, obj_flag (waves), obj_sword, obj_bell (rings, indestructible), obj_seaweed (sways, pass-thruable) | ||||
obj_sword drops on spawning, points West by default, with the hilt-point axis being the y axis for 3D angles. |
Chests: | obj_chest1 (skin=0/1), obj_chest2 (skin=0/1/2), obj_chest3 |
These are all chests on legs. for chest1, skin=1 for roman; for chest2, skin1=meso, skin2 egypt (0 default). | |
Furniture: | obj_chair, obj_cart, obj_barstool, obj_bench |
Pots 'n' Pans: | obj_cauldron, obj_pot1/pot2/pot3 |
The worldtype field of the worldspawn entity determines the skin of the pots. | |
Livestock: | player_sheep |
spawnflag 1 - STATIONARY. They can be pushed around & lifted, if their mass is set light enough (and they can contain stuff). |
Scenery: | obj_snow_coner, obj_snow_pile, obj_snow_wall, obj_stalagmite1, obj_stalagmite2 |
Indoor: | obj_chinese_kite_lamp, obj_chinese_sign obj_book_of_the_dead |
Statues: | obj_demon_statue, obj_samurai, obj_statue_dragon_lion |
Grisly: | obj_skeleton (very nice!!) |
Dynamic: | obj_shiva (dances when triggered) obj_talking_door (appears and delivers spiel when triggered) obj_skeleton_throne (targetted, but dunno what it does) |