Difference between revisions of "NiAVObjectSetCollisionMode"

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(New page: This is a command from NifSE. '''Syntax''' (bool:success) NiAVObjectSetCollisionMode short:collMode short:nifID ''short:blockID'' (bool:success) NiAVObjSetCollMode s...)
 
imported>DragoonWraith
 
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== See Also ==
== See Also ==
* [[NiAVObjectSetCollisionMode]]
* [[NiAVObjectGetCollisionMode]]
* [[NiAVObjectGetCollisionObject]]
* [[NiAVObjectGetCollisionObject]]


[[Category:NifSE|AVObjectGetCollisionMode]]
[[Category:NifSE|AVObjectSetCollisionMode]]
[[Category:NifSE (NiAVObject)|GetCollisionMode]]
[[Category:NifSE (NiAVObject)|SetCollisionMode]]
[[Category:NifSE (NiCollisionObject)|!AVObjectSetCollisionMode]]

Latest revision as of 00:05, 21 January 2011

This is a command from NifSE.

Syntax

(bool:success) NiAVObjectSetCollisionMode short:collMode short:nifID short:blockID
(bool:success) NiAVObjSetCollMode short:nifID short:blockID

Sets the collision mode of the NiAVObject-derived specified by the blockID. Collision modes are indicated with integers between 0 and 3, as detailed below. Returns true if successful; false otherwise.

Collision Modes[edit | edit source]

0   None - the object has no collision
1   Triangles - will use the triangles of the NiAVObject itself
2   Bounding Box - will use the included bounding box
3   Continue - will use collision defined lower in the scene graph

Note[edit | edit source]

  • The correct value for Oblivion meshes seems to be 3. In the Game of the Year edition, meshes use 0 instead. Use of 1 or 2 has not been seen in Bethesda-made Oblivion meshes; it is unclear if Oblivion uses them. Oblivion meshes can certainly have collision even if the collision mode is set to 0.

See Also[edit | edit source]