Difference between revisions of "Collision Layer"

From the Fallout4 CreationKit Wiki
Jump to navigation Jump to search
imported>Qazaaq
(added details)
imported>Qazaaq
(added details)
Line 4: Line 4:
'''Papyrus:''' None
'''Papyrus:''' None


A [[Collision Layer]] is a geometric primitive which represents the games types of collision and their interactions. The [[Collision Layer]] [[:Category:Object Classes|object]] is found within the [[Object Window]] under the [[:Category:Miscellaneous|Miscellaneous Category]].
A [[Collision Layer]] is a geometric primitive which represents the games types of collision and their interactions.  
The [[Collision Layer]] [[:Category:Object Classes|object]] is found within the [[Object Window]] under the [[:Category:Miscellaneous|Miscellaneous Category]].


== Editor Dialog ==
== Editor Dialog ==
Line 20: Line 21:
*'''Remove -->:''' Removes a collision layer from '''''Collides with...'''''.
*'''Remove -->:''' Removes a collision layer from '''''Collides with...'''''.
*'''Sensor:'''
*'''Sensor:'''
*'''Trigger Volume:''' Whether this [[Collision Layer]]'s primitive should act as a ''Trigger Volume'' and fire trigger related Papyrus events such as [[OnTrigger_-_ObjectReference|OnTrigger]].
*'''Trigger Volume:''' Whether this [[Collision Layer]]'s primitive should act as a ''Trigger Volume''. A ''Trigger Volume'' will fire related Papyrus events such as [[OnTriggerEnter - ObjectReference|OnTriggerEnter]] and [[OnTriggerLeave - ObjectReference|OnTriggerLeave]].
*'''Navmesh Obstacle:''' Whether this [[Collision Layer]] should dynamically cut [[Navmesh]]. Used only for specific collision layers such as ''L_NAVCUT''.
 
 
*'''Navmesh Obstacle:''' Whether this [[Collision Layer]] should dynamically cut [[NavMesh]]. Used only for specific collision layers such as ''L_NAVCUT''.


== See Also ==
== See Also ==
*[[Navmesh]]
*[[Navmesh]]
*[[OnTriggerEnter - ObjectReference|OnTriggerEnter]]
*[[OnTriggerLeave - ObjectReference|OnTriggerLeave]]
*[[:Category:Miscellaneous|Miscellaneous Category]]
*[[:Category:Miscellaneous|Miscellaneous Category]]



Revision as of 21:37, 28 March 2018

This article has been flagged as incomplete.
Please help improve the wiki by learning how to contribute.

Type: COLL
Papyrus: None

A Collision Layer is a geometric primitive which represents the games types of collision and their interactions. The Collision Layer object is found within the Object Window under the Miscellaneous Category.

Editor Dialog

Collision Layer Editor.png

  • ID: The ID, also referred to as Editor ID, is used by the Creation Kit to uniquely identify this record within a Data File.
  • Name: This object's name as it will appear within user interface menus or when the player looks at it.
  • Description: The object's description as it will appear within user interface menus.
  • Color: The default color used for this object. This will color affect the collision primitive.
    • R: The colors red channel is represented by a number between 0 and 255.
    • G: The colors green channel is represented by a number between 0 and 255.
    • B: The colors blue channel is represented by a number between 0 and 255.
  • Collides with...: The collision layers which will obstruct this Collision Layer.
  • Available Layers: The available collision layers this Collision Layer may collide with.
  • <-- Add: Adds a collision layer to Collides with....
  • Remove -->: Removes a collision layer from Collides with....
  • Sensor:
  • Trigger Volume: Whether this Collision Layer's primitive should act as a Trigger Volume. A Trigger Volume will fire related Papyrus events such as OnTriggerEnter and OnTriggerLeave.


  • Navmesh Obstacle: Whether this Collision Layer should dynamically cut NavMesh. Used only for specific collision layers such as L_NAVCUT.

See Also