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Attribute Overrides list

Started by SickAlice, November 25, 2014, 05:59:56 PM

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SickAlice

Hi. I was wondering if anyone can list for me what the all of the template Attribute Overrides do and what certain values trigger (0 and 1, so forth)/how to aplly them to the game. I know a few of them already but I thought for the sake of getting a complete list archived as the FFVTTR docs seem incomplete on this subject. I'll ammend the OP with the proper answers as they're provided.

Attribute Overrides

- "name" = "value_x"
------
- alwaysdetect =
- ambient =
- animated =
- animRandomOffset =
- avoid =
- baseForce =
- canPickUp =
- cantIgnite =
- castShadow =
- cloneCount =
- complex =
- complexFade =
- crusher =
- customRadius =
- damagedOnMove =
- debris =
- defaultToAttack =
- detangleHeight =
- detangleWidth =
- detectRadius =
- detectRadiusMin =
- door =
- elasticity =
- energyPoints =
- EPRechargeRate =
- flyover =
- health =
- heroPoints =
- ignoredByVehicle =
- ladder =
- mass =
- material =
- maxEnergyPoints =
- minForce =
- minHealth =
- mock =
- mp_targettable =
- noFade =
- notInDB =
- pathBudget =
- physical =
- pickupDistance =
- prestige =
- rangedZOffset =
- scary =
- semiPhysical =
- shadowType =
- standon =
- throwable =
- turretMaxAngle =
- turretUseLOS =
- undetectable =
- unpassable =
- useVoice =
- visibleInEditor =
- wieldable =
- zombieState =


spydermann93

alwaysdetect               This object is detected regardless of actual visibility. Only meaningful to characters. Defaults to 0.

ambient                       Object is marked as ambient and is not shown when the "ambient objects" video option is unchecked.

animated                     If 1, the object receives updates so animations will play. Defaults to 0.

animRandomOffset      If 1, the animation of each created object is randomly offset so that all objects of the same type do not animate synchronously.  Only affects objects with the "animated" attribute.  Defaults to 1.

avoid                           If 1, the pathfinder will avoid this object. Defaults to 1.

baseForce                    The force an object needs to experience in order to become separated from its base. Defaults to 50.

canPickUp                   If 1, character can pick up or wield objects. Defaults to 1.

cantIgnite                    If 1, object can't be the target of an ignite power. Defaults to 0.

castShadow                 If 1, object casts a shadow. Has no effect if modified in-game, specify in FFEdit. Defaults to 0.

complex                      If 1, the movement grid will do a more expensive but more accurate ray cast to determine the object's height. This should be set of complex objects with multiple overlapping polygons. For example, it was used for building rubble. Defaults to 0.

complexFade              If 1, object fades when the camera ray intersects the geometry, not the collision box (e.g. trees). Defaults to 0.

customRadius              For powerups (GAME_OBJ_POWERUP) – specifies distance at which object will be "used". Defaults to 0.

damagedOnMove        If 1, the object will be damaged to the first destruction version (or destroyed if there are no destruction versions) when it is moved. Defaults to 0.

debris                          If 1, object will not do damage when colliding with a building (GAME_OBJ_BUILDING). Defaults to 0.

defaultToAttack           If 1, the default action will be to attack the object instead of picking it up, wielding it or moving onto it. Defaults to 0.

detectangleHeight       The total angle of the vertical arc (in degrees) that is used for the AI's visible calculations. Defaults to 90.

detectangleWidth        The total angle of the horizontal arc that is used for the AI's visible calculations. Defaults to 170.

detectradius                 For villains, the radius in meters at which the AI sees things. For players, the radius in meters at which characters become visible.

                                    Defaults to 40.

detectradiusMin           The radius in meters at which a character is considered detected even though they may not be within the AI's arc of detection.

                                    Defaults to 4.

door                             If 1, object acts as door (don't path through it). Defaults to 0.

elasticity                      A percentage from 0 to 100, how bouncy the object is. Defaults to 25.

flyover                         If set to 0 an object will report no flyover data, i.e. no healthbar, status bar or highlighting. It will appear similar to terrain. Defaults to 1.

health                          The current health of a character/object. Defaults to 30.

heroPoints                   How many Hero Points the character has.

ignoredByVehicle        If 1, vehicles will drive over/through this object. Defaults to 0.

ladder                          If 1, the objects is special – it's a climbable ladder. Defaults to 0.

mass                            The mass of the object as used in physics calculations. Defaults to 0.

material                       Type of material the object is made out of. Set this throught the material drop down instead.

maxEnergyPoints        The normal amount of full energy points character has. Defaults to 100.

minForce                     The min force an object needs to move it, lesser forces are ignored. Defaults to 15.

minHealth                    The minimum health level for a character/object. The health attribute can never drop below this value. Defaults to 0.

mock                            Object (character) is not to be shown in in-game lists (i.e. as custom character mesh or in debrief lists). Defaults to 0.

mp_targettable            Determines whether object can be a "target" for a destruction mode MP game. Defaults to 0.

noFade                        If 1, the object will not fade out when it blocks the camera. Defaults to 1.

notInDB                        Like mock but shows character in debrief screens. Defaults to 0.

pathBudget                  How complex paths are for this character. Typically 200-300 is low, 2000 is high. Defaults to 200 for non-heroes, 10,000 for heroes.

physical                       If 1, the object can be affected by events in the game. Defaults to 1.

pickupDistance            Controls the distance at which a character picks up an object.

prestige                       For villains and minions, prestige you get for KO-ing them, for civilians and objects, prestige you lose for KO-ing/destroying them.

                                    Defaults to 0.

rangedZOffset              Offset from model center at which shot is fired for LOF checking purposes. Defaults to 0.

scary                            If a civilian sees a villain or minion with the 'scary' attribute, they will run immediately, else they will only run if damaged or if a power is used.

                                    Defaults to 1.

semiPhysical               Object blocks projectiles (and beams) only if it is the direct target. Use for railings and so on. Defaults to 0.

shadowType                If 0, character casts a block shadow. If 1, character casts a "blob light". Only applies to characters. Defaults to 0.

standon                        If 1, it is possible to stand on the object. Defaults to 1.

throwable                    If 1, object can be picked up and thrown. Defaults to 1.

turretMaxAngle            The total angle of the arc at which the turret can fire at enemies (relative to it's initial rotation). Defaults to 90.

turretUseLOS               Only applicable to turrets, if 1, the turret will not fire if it does not have line of sight. Defaults to 0.

undetectable               Makes object not detectable by AIs.

unpassable                  Characters cannot fly/walk above/into unpassable objects (default value is 0 = object is passable).

visibleInEditor              If not set, the object can be toggled in the in-game editor using the J key. (default value, 1 = object is always visible).

wieldable                    If 1, object can be wielded. Defaults to 0.



The following attributes cannot be set in FFEdit. They are used by the game to keep track of data.



cloneCount                  Used internally to keep track of clone numbers

crusher                        If set, the character will ignore small objects when pathfinding.

energyPoints               Amount of energy points character has

EPRechargeRate         No. of EPs that recharge every second

maxHealth                   The normal full health of object

speed                           Character's RPG speed value

strength                       Character's RPG strength value

zombieState

SickAlice

Thank you. I'll copy most of that up in a bit (it's right below though so not really needed). Question on the Ladder override. I've tried, and I mean for at least eight months or so to get that to work with no results. It seems as straight forward as 1 or 0 (Y/N), but doesn't seem to work that way. Are there other factors that need to be taken into account to get said override to actual work and the same for any other overrides? Thanks again.

Epimethee

While I certainly hope you can make it work, there are quite a few elements, either documented or hinted at, that weren't actually fully implemented or were implemented in a way which can't be accessed by scripts.
FFX add-on for FFvsTTR at ffx.freedomforceforever.com