local
keyword in the Definition's script:Properties
Every object has a number of properties that are handled by the engine. Typically, these are inherited from the object's Prototype, an Object Definition. A Property of an Object Definition is defined with the
local Name = "$Name$"; local ActMap = { Stand = { Prototype = Action, Name = "Stand", Length = 1, NextAction = "Stand" }, };
Name | Data type | Description |
---|---|---|
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 | Controls the visibility of the object. See the detailed documentation of possible values. |
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] | The Objects's major Z-Position. See 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 | Placement: 0 land surface, 1 in liquid, 2 in mid-air, 3 underground, 4 land surface and underground. |
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 | Definition change upon incineration. |
NoBurnDecay | Integer | 0 or 1. If 1, the object does not decompose if burning. |
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}; |