Difference between revisions of "FBuoyancyMultExtremity"

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The FBuoyancyMultExtremity is a multiplier for teh fBuoyancyXXX setting of a given material.  Multiplying the MultExtremity value by the "Material" value will produce the final buoyancy of the object.  This particular multiplier applies to the extremities, or "outer parts," of an object.  You know, limbs and such.  The fBuoyancyMultBody setting is the multiplier that applies to the main body of the object.
The FBuoyancyMultExtremity is a multiplier for the fBuoyancyXXX setting of a given material.  Multiplying the MultExtremity value by the "Material" value will produce the final buoyancy of the object.  This particular multiplier applies to the extremities, or "outer parts," of an object.  You know, limbs and such.  The fBuoyancyMultBody setting is the multiplier that applies to the main body of the object.


For realism, set this one a bit lower than the fBuoyancyMultBody value so that arms and legs will dangle below the torso when you see a corpse floating in a lake.
For realism, set this one a bit lower than the fBuoyancyMultBody value so that arms and legs will dangle below the torso when you see a corpse floating in a lake.

Revision as of 08:05, 29 December 2007

Description


Description

All of the FBuoyancy settings control the buoyancy (how fast or slow an object will sink when dropped in a pool of water) of some type of material in the game. A setting of -1.000 means the material will sink immediately to the bottom of the water. A setting of 0.000 means the material will slowly settle into a mid-level height in the water. A setting of +1.000 means the material will float on top of the water. Other values control the speed at which the material will sink and the height at which it floats


Default value


See Also




The FBuoyancyMultExtremity is a multiplier for the fBuoyancyXXX setting of a given material. Multiplying the MultExtremity value by the "Material" value will produce the final buoyancy of the object. This particular multiplier applies to the extremities, or "outer parts," of an object. You know, limbs and such. The fBuoyancyMultBody setting is the multiplier that applies to the main body of the object.

For realism, set this one a bit lower than the fBuoyancyMultBody value so that arms and legs will dangle below the torso when you see a corpse floating in a lake.

Default value

-0.3000

See Also