Difference between revisions of "MovableStatic"

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(Page created. Description was lifted from the GECK wiki.)
 
(Added object type code and property template descriptions.)
 
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[[Category:Editor Reference]]
[[Category:Editor Reference]]
[[Category:Object_Classes]]
[[Category:Object Classes]]
[[Category:WorldObjects]]
[[Category:WorldObjects]]
'''Papyrus:''' [[MovableStatic Script]]
'''Type:''' <code>MSTT</code>
<BR/>
'''Papyrus:''' [[MovableStatic Script]], [[ObjectReference Script]]


MovableStatics are static objects that are subject to Havok physics. This means that they can be moved around by the player with the grab button and will be affected by weapons and explosives. This category also contains some animated objects which are usually prefixed with "FX." They play a single continuous animation, usually a water spray, flames, smoke or something similar.  
MovableStatics are static objects that are subject to Havok physics. This means that they can be moved around by the [[Player]] with the grab button and will be affected by [[Weapon|Weapons]] and explosives. This category also contains some animated objects which are usually prefixed with "FX." They play a single continuous animation, usually a water spray, flames, smoke or something similar. Attached scripts should extend [[ObjectReference Script|ObjectReference]], not [[MovableStatic Script|MovableStatic]].


== Editor Dialog ==
== Editor Dialog ==
[[File:MovableStatic_Editor.png]]
[[File:MovableStatic_Editor.png]]
*'''ID:''' The editor ID that this form uses in the Creation Kit.
*{{Template:Editor:Property:ID}}
*'''Name:'''
*{{Template:Editor:Property:Name}}
*'''Model:''' The 3D model file used by this MovableStatic.
*{{Template:Editor:Property:Model}}
*'''Add Destruction Data:'''
*{{Template:Editor:Property:Add Destruction Data}}
*'''Looping Sound:'''
*'''Looping Sound:'''
*'''Flags:'''
*'''Flags:'''
**'''Has Currents:'''
**'''Has Currents:'''
**'''Pack-In Use Only:'''
**{{Template:Editor:Property:Pack-In Use Only}}
**'''Obstacle:''' Whether the game should check these references for NAVCUT data and apply it.
**'''Obstacle:''' Whether the game should check these references for NAVCUT data and apply it.
**'''Must Update Anims:'''
**'''Must Update Anims:'''
**'''Random Anim Start:'''
**'''Random Anim Start:'''
**'''On Local Map:''' Whether references show up on a cell's local map.
**{{Template:Editor:Property:On Local Map}}
**'''Used As Platform:'''
**'''Used As Platform:'''
*'''Papyrus Scripts:''' [[Papyrus]] scripts that will be attached to references. These should extend [[ObjectReference Script|ObjectReference]], not [[MovableStatic Script|MovableStatic]].
*{{Template:Editor:Property:Papyrus Script}}
*'''NavMesh Generation Import Option:''' Controls how the Creation Kit will handle this object when automatically generating navmeshes.
*'''NavMesh Generation Import Option:''' Controls how the Creation Kit will handle this object when automatically generating navmeshes.
**'''Collision Geometry:''' The Creation Kit will prevent the navmesh from intersecting this object's collision geometry.
**'''Collision Geometry:''' The Creation Kit will prevent the navmesh from intersecting this object's collision geometry.
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**'''Filter:''' The Creation Kit will ignore this object, and allow the navmesh to intersect it.
**'''Filter:''' The Creation Kit will ignore this object, and allow the navmesh to intersect it.
**'''Ground:''' The Creation Kit will treat this object as ground, and wrap the navmesh over it.
**'''Ground:''' The Creation Kit will treat this object as ground, and wrap the navmesh over it.
*'''Keywords:''' A list of [[keywords]] that signal information to other game systems.
*{{Template:Editor:Property:Keywords}}
*'''Actor Values:'''
*{{Template:Editor:Property:Actor Values}}


== See Also ==
== See Also ==
*[[:Category:WorldObjects|WorldObjects Category]]
*[[:Category:WorldObjects|WorldObjects Category]]

Latest revision as of 02:45, 23 February 2023

Type: MSTT
Papyrus: MovableStatic Script, ObjectReference Script

MovableStatics are static objects that are subject to Havok physics. This means that they can be moved around by the Player with the grab button and will be affected by Weapons and explosives. This category also contains some animated objects which are usually prefixed with "FX." They play a single continuous animation, usually a water spray, flames, smoke or something similar. Attached scripts should extend ObjectReference, not MovableStatic.

Editor Dialog[edit | edit source]

MovableStatic 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.
  • Model: The 3D Model File that will be used when this object is placed in the game world.
  • Add Destruction Data: Allows you to configure the objects destruction data with the Destructible Object Data editor.
  • Looping Sound:
  • Flags:
    • Has Currents:
    • Pack-In Use Only: The object is for pack-in use only.
    • Obstacle: Whether the game should check these references for NAVCUT data and apply it.
    • Must Update Anims:
    • Random Anim Start:
    • On Local Map: Indicates this object will appear on the PipboyMenu local map. The local map displays a top-down view of Cell geometry and all objects that have On Local Map selected.
    • Used As Platform:
  • Scripts: Papyrus scripts may be added, removed, and their properties edited.
    • Add: Adds a papyrus script to this object.
    • Remove: Removes the selected papyrus script from this object.
    • Properties: Shows the papyrus property editor for the selected script.
  • NavMesh Generation Import Option: Controls how the Creation Kit will handle this object when automatically generating navmeshes.
    • Collision Geometry: The Creation Kit will prevent the navmesh from intersecting this object's collision geometry.
    • Bounding Box: The Creation Kit will prevent the navmesh from intersecting this object's bounding box.
    • Filter: The Creation Kit will ignore this object, and allow the navmesh to intersect it.
    • Ground: The Creation Kit will treat this object as ground, and wrap the navmesh over it.
  • Keywords: A list of Keywords that signal information to other Game Systems.
  • Actor Values: A list of Actor Values to use.

See Also[edit | edit source]