ExternalStaticDisplay

From SIMboxWiki
Jump to navigation Jump to search

External display for static entities, for example, how to explode.

Type: Output Object Component
File: ExternalStaticDisplay.slc
Version: 450.1000.342.1


back to top

Icon properties.png Properties

NameDescriptionMaxValueMinValueDisplayNameUnitTypeUnitName
PROP_ADDITIONAL_EXPLOSION_EFFECT_NAME  The additional hit explosion effect name    Graphic Engine  Effect Name 
PROP_ADDITIONAL_HIT_3D_OBJECT_RELATIVE_PATH  Relative path to Resources folder 3ds. should start with backslash    File System  File 
PROP_CHASE_CAMERA_TYPE_NAME  name of chase camera type (ORI,SPEED)    Default  Default 
PROP_DAMAGE_EFFECT_NAME_1  Effect name to activate when damage value is in range 1  Damage Effect Name 1  Graphic Engine  Effect Name 
PROP_DAMAGE_EFFECT_NAME_2  Effect name to activate when damage value is in range 2   Damage Effect Name 2  Graphic Engine  Effect Name 
PROP_DAMAGE_EFFECT_NAME_3  Effect name to activate when damage value is in range 3  Damage Effect Name 3  Graphic Engine  Effect Name 
PROP_DEBRIEF_DISPLAY_IN_INFO_VIEW  Debrief - Display entity name in the info view    Default  Default 
PROP_DEBRIEF_DISPLAY_IN_REL_VIEW  Debrief - Display entity name in the relative view    Default  Default 
PROP_DEBRIEF_HANDLE_ACTIVE_STATE  Debrief - Is handle active state    Default  Default 
PROP_DEBRIEF_ID  Debrief - Hold unique ID (pod id)  9999999  -1    Default  Default 
PROP_DEBRIEF_IS_TO_PARTICIPATE  Debrief - Is the entity participating in the session    Default  Default 
PROP_DEBRIEF_PLAYER_DATA_CHANGE  Bit-wise enum, to which data can be changed    Default  Default 
PROP_DEBRIEF_PLAYER_SELECTION_SLOT  the entity selection slot (1-4) as a video player and for the layout manager     Default  Default 
PROP_DEBRIEF_PLAYER_SLOT_AUTO_SEL  the entity Player slot was auto selected    Default  Default 
PROP_DEBRIEF_TIME_BEFORE_BLINK  Debrief - Duration from last position update before blink    Default  Default 
PROP_DEBRIEF_TIME_BEFORE_NOT_ACTIVE  Debrief - How long after not receiving location the entity becomes not active  10    Default  Default 
PROP_DISPLAY_SHADOW  Display object shadow    Default  Default 
PROP_DUST_SUBPART_NAME  Dust effect origin subpart    Graphic Engine  Subpart Name 
PROP_ENTITY_HIT_EFFECT_NAME  Effect to activate when entity explodes in the ground [NOT ACTIVE]  Entity Hit Effect Name  Graphic Engine  Effect Name 
PROP_GROUND_EXPLOSION_EFFECT_NAME  Effect name to activate when object is moving  Ground Explosion effect  Graphic Engine  Effect Name 
PROP_IS_COCKPIT_VIEW_ALLOWED  if this entity cockpit is displayed in menu. Ignored if this entity is controlled or if we are in debrief.    Default  Default 
PROP_IS_DISPLAYED_IN_ENTITY_DIALOG  Is entity displayed in dialog    Default  Default 
PROP_IS_ENTITY_TO_RECORD  should the entity be recorded    Default  Default 
PROP_MAX_DAMAGE_TO_ACTIVATE_EFFECT_1  What is the maximum damage value to activate effect name 1 (described above)1  Damage Value 1 maximum boundaries  Default  Default 
PROP_MAX_DAMAGE_TO_ACTIVATE_EFFECT_2  What is the maximum damage value to activate effect name 2 (described above)  Damage Value 2 maximum boundaries  Default  Default 
PROP_MAX_DAMAGE_TO_ACTIVATE_EFFECT_3  What is the maximum damage value to activate effect name 3 (described above)  Damage Value 3 maximum boundaries  Default  Default 
PROP_MIN_DAMAGE_TO_ACTIVATE_EFFECT_1  What is the minimum damage value to activate effect name 1 (described above)  Min. Damage Value 1  Default  Default 
PROP_MIN_DAMAGE_TO_ACTIVATE_EFFECT_2  What is the minimum damage value to activate effect name 2 (described above)  Min. Damage Value 2  Default  Default 
PROP_MIN_DAMAGE_TO_ACTIVATE_EFFECT_3  What is the minimum damage value to activate effect name 3 (described above)  Min. Damage Value 3  Default  Default 
PROP_SIDE_COLOR  Debrief - The entity default side color    Default  Default 
PROP_STATIC_DISPLAY_DUST_EFFECT_NAME  Effect name to activate when object is moving  Dust Effect Name  Graphic Engine  Effect Name 

back to top

Icon attributes.png Attributes

NameDescriptionParam1Param2DisplayNameUnitTypeUnitName
ATT_ALPHA_VALUE  Alpha value of the entity (how mach it is transparent)  float &      Default  Default 
ATT_CHASE_CAMERA_TYPE  returns the chase camera type (ORI,SPEED,ORBIT)  string &      Default  Default 
ATT_DEBRIEF_BLUE_COLOR_VALUE  Debrief - Blue color (RGB) value for entity representation in 2D map, Trail, etc.  int &      Default  Default 
ATT_DEBRIEF_DISPLAY_IN_INFO_VIEW  Debrief - Display entity name in the info view  bool &      Default  Default 
ATT_DEBRIEF_DISPLAY_IN_REL_VIEW  Debrief - Display entity name in the relative view  bool &      Default  Default 
ATT_DEBRIEF_FILE_YAW  for debugging.  float &      Default  Default 
ATT_DEBRIEF_GREEN_COLOR_VALUE  Debrief - Green color (RGB) value for entity representation in 2D map, Trail, etc.  int &      Default  Default 
ATT_DEBRIEF_HANDLE_ACTIVE_STATE  Debrief - Handle the active state  bool &      Default  Default 
ATT_DEBRIEF_ID  Debrief - Unique ID  int &      Default  Default 
ATT_DEBRIEF_IS_ACTIVE  Debrief - Flag is active  bool &      Default  Default 
ATT_DEBRIEF_IS_BLINK  Debrief - Is entity blinking  bool &      Default  Default 
ATT_DEBRIEF_IS_TO_PARTICIPATE  Debrief - Is the entity participating in the session  bool &      Default  Default 
ATT_DEBRIEF_LAST_UPDATE_TIME  Debrief - The time of the last update(High percision time serializiation)  string &      Default  Default 
ATT_DEBRIEF_PLAYER_DATA_CHANGE  Bit-wise enum, to which data can be changed  int &      Default  Default 
ATT_DEBRIEF_PLAYER_SELECTION_SLOT  Debrief - the entity selection slot (1-4) as a video player and for the layout manager  int &      Default  Default 
ATT_DEBRIEF_PLAYER_SLOT_AUTO_SEL  Debrief - the entity player selection slot was auto selected  bool &      Default  Default 
ATT_DEBRIEF_RED_COLOR_VALUE  Debrief - Red color (RGB) value for entity representation in 2D map, Trail, etc.  int &      Default  Default 
ATT_DEBRIEF_TIME_FROM_LAST_UPDATE  Debrief - The time passed from the last update (sec)  double &      Default  Default 
ATT_GROUND_EXPLOSION_EFFECT_NAME  The name of the ground explosion effect to activate on explosion/destruction of the entity  string &      Graphic Engine  Effect Name 
ATT_IS_COCKPIT_VIEW_ALLOWED  if this entity cockpit is displayed in menu. Ignored if this entity is controled or if we are in debrief.  bool &      Default  Default 
ATT_IS_DISPLAYED_IN_ENTITY_DIALOG  should the entity be displayed in entity lists  bool &      Default  Default 
ATT_IS_ENTITY_TO_RECORD  should the entity be recorded  bool &      Default  Default 

back to top

Icon actions.png Actions

NameDescriptionParam1Param2DisplayNameUnitTypeUnitName
ACTION_DEBRIEF_CHANGE_COLOR  Debrief - Set the ATT_ ENTITY_RED_COLOR_VALUE … of the GeneralSLC ( param1 values - 0-red, 1-blue, 2-green)  const int  const int    Default  Default 
ACTION_DEBRIEF_IS_TO_PARTICIPATE  this entity will participate in the Debrief process  const bool      Default  Default 
ACTION_DEBRIEF_PLAYER_DATA_CHANGE  Change the player data change attribute  const int      Default  Default 
ACTION_DEBRIEF_PLAYER_SELECTION_SLOT  Debrief - Change the entity video and layout manager selection slot  const int      Default  Default 
ACTION_DEBRIEF_PLAYER_SLOT_AUTO_SEL  Debrief - Change the entity player slot auto change attribute  const bool      Default  Default 
ACTION_DEBRIEF_REVIVE_GUI  Debrief - Used to undo the gui selection of kill        Default  Default 

back to top

Icon attributes.png Required Attributes

Name
ATT_DEBRIEF_IS_DEAD 
ATT_DEBRIEF_KILLER_NAME 
ATT_DEBRIEF_KILLER_SIM_ID 
ATT_DEBRIEF_TIME_OF_DEATH 
ATT_ENTITY_BLUE_COLOR_VALUE 
ATT_ENTITY_GREEN_COLOR_VALUE 
ATT_ENTITY_RED_COLOR_VALUE 
ATT_GA_RADAR_BEAM_DIRECTION_IN_BODY 
ATT_IS_ON_ROAD 
ATT_LAUNCHER_ELEVATION 
ATT_TURRET_HORIZONTAL_SUBPART_ORIENTATION 
ATT_TURRET_VERTICAL_SUBPART_ORIENTATION 

back to top