local
-Schlüsselwort im Definitionsscript definiert.Eigenschaften
Jedes Objekt besitzt Properties die von der engine interpretiert werden. Normalerweise werden diese vom Prototyp des objekts abgeleitet, seiner Objektdefinition. Eine Property einer Objektdefinition wird mit dem
local Name = "$Name$"; local ActMap = { Stand = { Prototype = Action, Name = "Stand", Length = 1, NextAction = "Stand" }, };
Name | Datentyp | Beschreibung |
---|---|---|
Prototype |
proplist | Deprecated. Use SetPrototype and GetPrototype. |
Name |
string | Name of the object. This string should be internationalized. |
Collectible |
bool | Whether the object can be picked up. |
Touchable |
int | 1 the object can be grabbed and pushed, 2 the object can only be grabbed. |
ActMap |
proplist | See the detailed description of the ActMap. |
Visibility |
int/array | Steuert die Sichtbarkeit des Objekts. Detailierte Dokumentation möglicher Werte |
LineColors |
array | An array of two integers. The first denotes the color of the line and the second the color of the endpoints if the object is drawn as a line. |
LineAttach |
array | An array of two integers. Denotes the position of where the endpoint of the line is located relative to the object center. |
PictureTransformation |
array | If the object is a mesh, the picture graphic of the object can be transformed with this property. See Trans_Mul for an example. |
MeshTransformation |
array | If the object is a mesh, the ingame graphic of the object can be transformed with this property. See Trans_Mul for an example. |
MouseDrag |
bool | Whether the object can be dragged with the mouse. What exactly happens when an object is dragged onto another is defined in script. |
MouseDragImage |
id / object | The object or object id of which the picture should be displayed below the cursor while dragging. |
Tooltip |
string | A tooltip that is displayed for objects of the category C4D_MouseSelect. This string should be internationalized. |
Action |
proplist | The current action of the object as a proplist. |
BreatheWater |
bool | Whether the object breathes in water rather than air. |
CorrosionResist |
bool | Whether the alive object does not loose energy when in corrosive material. |
MaxEnergy |
int | Maximum life energy in a precision of 100. |
MaxBreath |
int | Maximum breath. |
ThrowSpeed |
int | Throwing speed in a precision of 100. |
JumpSpeed |
int | Jump speed in a precision of 100. |
Parallaxity |
[int, int] | Die hauptsächliche Z-Position des Objekts. Siehe auch C4D_Parallax. |
Plane |
int | The Object's minor Z-Position. Negative values are behind the landscape, positive values before it. Use 1-399 for stuff behind Clonks, 401-999 for stuff before Clonks, and 1000+ for GUI objects. Global particles are on 900. |
SolidMaskPlane |
int | If the object moves and other objects are attached to its SolidMask, only objects in front of this plane are moved along with it. Defaults to Plane if zero. |
Placement | Integer | Platzierung: 0 Oberfläche, 1 in Flüssigkeit, 2 in der Luft, 3 im Untergrund, 4 An der Oberfläche und im Untergrund. |
ContainBlast | bool | True or false. Determines whether explosions in the object's contents affect other objects outside. |
BlastIncinerate | Integer | Incineration by explosion: 0 none, otherwise the damage level that has to be reached until the object is incinerated. |
BurnTo | C4ID | Definitionswechsel bei Entzündung. |
NoBurnDecay | Integer | 0 oder 1. Bei Wert 1 verbrennt das Objekt nicht. |
ContactIncinerate | Integer | Probability of incineration by contact: 0 none, or 1 (high) to 5 (low). Implies MaterialIncinerate. |
MaterialIncinerate | bool | Incineration when submerged in incendiary material. |
FireproofContainer | bool | Anything contained in this object does not catch fire when submerged in incendiary material. |
EditCursorCommands | Array | Array of functions made available in the context menu when right-clicking an object in the editor. Functions may be either strings (like "Explode(20)") or function pointers (like this.Hit). Function pointers are always called by name. |
BorderBound | Integer | Bit mask indicating object boundaries: stop at map sides (C4D_Border_Sides), stop at map top (C4D_Border_Top), stop at map bottom (C4D_Border_Sides), stop at object layer boundaries (C4D_Border_Layer). For example BorderBound = C4D_Border_Top | C4D_Border_Bottom. |
ContactCalls | bool | True or false. If true, ContactCalls are called in the object script. |
Components | array | List of definitions and counts specifying the components of an object. Example: Components = {Rock = 1, Wood = 3}; |