Difference between revisions of "FBuoyancyMultBody"
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Rewrite to use variable based template
imported>Qazaaq (inserting template and see also link) |
imported>Niaht (Rewrite to use variable based template) |
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{ | {{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 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. | |||
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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. | 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. | 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]] | |||
}} | |||
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1.0000 | |||
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