MOSRotating

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MOSRotatings are your basic gibs. They can be gibs and can be gibbed. Attachables are more or less just MOSRotatings attached to something.

The MOSRotating instance is set up in this fashion:

AddEffect = MOSRotating
	InstanceName = Gib Panel Dark Small A
	AddToGroup = Gibs
	Mass = 3.90
	Sharpness = 1
	HitsMOs = 1
	GetsHitByMOs = 0
	SpriteFile = ContentFile
		FilePath = Base.rte/Effects/Gibs/PanelDarkSmallA.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -3
		Y = -3
	AngularVel = 6
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Civilian Stuff
		Resolution = 4
		Depth = 0
	DeepCheck = 0


The Explanation

AddEffect = MOSRotating
	InstanceName = Gib Panel Dark Small A // Naming of the MOSRot, so it can be called upon by something else.
	AddToGroup = Gibs // Categorization of the MOSRot, to be used in gib editor
	Mass = 3.90 // Mass of the MOSRot, in kilograms
	Sharpness = 1 // How well the MOSRot penetrates terrain
	HitsMOs = 1 // Boolean for if the MOSRot hits other Mass Objects
	GetsHitByMOs = 0 // Boolean for if the MOSRot gets hit by other Mass Objects
	SpriteFile = ContentFile // Defines the SpriteFile as being a ContentFile
		FilePath = Base.rte/Effects/Gibs/PanelDarkSmallA.bmp // Defines the FilePath of the ContentFile
	FrameCount = 1 // Defines the number of frames the sprite has
	SpriteOffset = Vector // Defines the SpriteOffset as being a vector
		X = -3 // Horizontal vector, usually a negative half of the sprite's horizontal dimension
		Y = -3 // Like X, but vertical
	AngularVel = 6 // How fast the MOSRot spins, in radians per second
	AtomGroup = AtomGroup // It's atomgroup is an atomgroup
		AutoGenerate = 1 // The game automatically generates the atomgroup
		Material = Material // The atomgroup's material is a material
			CopyOf = Civilian Stuff // That material is a copy of Civilian Stuff
		Resolution = 4 // 
		Depth = 0 //
	DeepCheck = 0 // 

Gibbing can also be applied to MOSRotatings.

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