Difference between revisions of "NiAVObjectSetCollisionMode"
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imported>DragoonWraith (New page: This is a command from NifSE. '''Syntax''' (bool:success) NiAVObjectSetCollisionMode short:collMode short:nifID ''short:blockID'' (bool:success) NiAVObjSetCollMode s...) |
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== See Also == | == See Also == | ||
* [[ | * [[NiAVObjectGetCollisionMode]] | ||
* [[NiAVObjectGetCollisionObject]] | * [[NiAVObjectGetCollisionObject]] | ||
[[Category:NifSE| | [[Category:NifSE|AVObjectSetCollisionMode]] | ||
[[Category:NifSE (NiAVObject)| | [[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.