zCTouchDamage¶
Quick Infos
Type: Virtual Object
Format Name: ZenGin Archive
File Extension: .ZEN
Class Name: zCTouchDamage
Version Identifiers:
— Gothic I: 36865
— Gothic II: 36865
ZenKit Class: VTouchDamage
Source:
— spacerhilfedatei.sph
— gothic-library.ru
A VObject which damages other VObjects colliding with it.
- zCVob
- zCEffect
- zCTouchDamage
- TouchDamage
- damage = 0
- DamageType
- damageRepeatDelaySec = 0
- damageVolDownScale = 0
- damageCollType = BOX
- TouchDamage
- zCVob
- zCEffect
- zCTouchDamage
- TouchDamage
- damage = 0
- DamageType
- damageRepeatDelaySec = 0
- damageVolDownScale = 0
- damageCollType = BOX
- TouchDamage
- zCVob
- zCEffect
- zCTouchDamage
- TouchDamage
- damage = 0
- DamageType
- damageRepeatDelaySec = 0
- damageVolDownScale = 0
- damageCollType = BOX
- TouchDamage
- zCVob
- zCEffect
- zCTouchDamage
- TouchDamage
- damage = 0
- DamageType
- damageRepeatDelaySec = 0
- damageVolDownScale = 0
- damageCollType = BOX
- TouchDamage
Properties¶
damage¶
- The amount of damage being dealt.
Barrier¶
TRUE— Deal barrier damage.FALSE— Do not deal barrier damage.
Blunt¶
TRUE— Deal blunt damage (blunt weapons).FALSE— Do not deal blunt damage.
Edge¶
TRUE— Deal edge damage (sharp weapons).FALSE— Do not deal edge damage.
Fire¶
TRUE— Deal fire damage.FALSE— Do not deal fire damage.
Fly¶
TRUE— Deal knockout damage.FALSE— Do not deal knockout damage.
Magic¶
TRUE— Deal magic damage.FALSE— Do not deal magic damage.
Point¶
TRUE— Deal point damage (bows and crossbows).FALSE— Do not deal point damage.
Fall¶
TRUE— Deal fall damage.FALSE— Do not deal fall damage.
damageRepeatDelaySec¶
- The delay between damage ticks when applying continuous damage. If set to
0, only deals the damage once per collision. If set to a value greater than0, deals damage everydamageRepeatDelaySecseconds.
damageVolDownScale¶
- A scale value used in conjunction with
damageCollType. Its function depends on the type of collision detection used.
damageCollType¶
-
The type of collision detection to use for damage calculations.
NONE— Disable collision detection and thus damage application.BOX— Scale thebbox3dwsof thezCTouchDamageobject bydamageVolDownScaleand use this new bounding box to calculate collisions with other VObjectsPOINT— Scale thebbox3dwsof the colliding object bydamageVolDownScaleand only deal damage if it contains the center point of thezCTouchDamageobject. If thevisualof thezCTouchDamageobject is a particle effect, test against every particle instead.