Difference between revisions of "FBuoyancyMultBody"

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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 gameA setting of -1.000 means the material will sink immediately to the bottom of the waterA setting of 0.000 means the material will slowly settle into a mid-level height in the waterA setting of +1.000 means the material will float on top of the waterOther values control the speed at which the material will sink and the height at which it floats.
{{FBuoyancy
  |description=FBuoyancyMultBody is a multiplier for the FBuoyancyXXX setting for the material that comprises an object.  This value is multiplied by the material's fbuoyancy value to get the final buoyancy of the objectMost enemies are classified as organic. Most armor is either metal or clothMost weapons are metal. And so on.  Each material type has its own fBuoyancyXXX value, XXX being the material type.


This one is for the main body of the object.  For objects containing several parts (i.e. a corpse with a torso, arms, and legs) this one is the multiplier for the torso.  FBuoyancyMultExtremity is the multiplier for the extremities, or "outer parts" like limbs.


FBuoyancyMultBody is a function that will control the buoyancy of player and NPC bodies (live or dead).  For realism, set this value a few points (about 0.7 to 1.4 is a good ''difference'') higher than FBuoyancyMultExtremity so that hands and feet dangle below the torso.
For realism, set this value a few points (about 0.7 to 1.4 is a good ''difference'') higher than FBuoyancyMultExtremity so that hands and feet dangle below the torso.
  |default=1.0000
  |seealso=[[FBuoyancyMultExtremity]]
}}

Latest revision as of 00:41, 30 December 2007

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

FBuoyancyMultBody is a multiplier for the FBuoyancyXXX setting for the material that comprises an object. This value is multiplied by the material's fbuoyancy value to get the final buoyancy of the object. Most enemies are classified as organic. Most armor is either metal or cloth. Most weapons are metal. And so on. Each material type has its own fBuoyancyXXX value, XXX being the material type.

This one is for the main body of the object. For objects containing several parts (i.e. a corpse with a torso, arms, and legs) this one is the multiplier for the torso. FBuoyancyMultExtremity is the multiplier for the extremities, or "outer parts" like limbs.

For realism, set this value a few points (about 0.7 to 1.4 is a good difference) higher than FBuoyancyMultExtremity so that hands and feet dangle below the torso.

Default value

1.0000

See Also[edit source]