Hi. I was wondering if anyone can list for me what the all of the template Attribute Overrides do and what certain values trigger (0 and 1, so forth)/how to aplly them to the game. I know a few of them already but I thought for the sake of getting a complete list archived as the FFVTTR docs seem incomplete on this subject. I'll ammend the OP with the proper answers as they're provided.
Attribute Overrides
- "name" = "value_x"
------
- alwaysdetect =
- ambient =
- animated =
- animRandomOffset =
- avoid =
- baseForce =
- canPickUp =
- cantIgnite =
- castShadow =
- cloneCount =
- complex =
- complexFade =
- crusher =
- customRadius =
- damagedOnMove =
- debris =
- defaultToAttack =
- detangleHeight =
- detangleWidth =
- detectRadius =
- detectRadiusMin =
- door =
- elasticity =
- energyPoints =
- EPRechargeRate =
- flyover =
- health =
- heroPoints =
- ignoredByVehicle =
- ladder =
- mass =
- material =
- maxEnergyPoints =
- minForce =
- minHealth =
- mock =
- mp_targettable =
- noFade =
- notInDB =
- pathBudget =
- physical =
- pickupDistance =
- prestige =
- rangedZOffset =
- scary =
- semiPhysical =
- shadowType =
- standon =
- throwable =
- turretMaxAngle =
- turretUseLOS =
- undetectable =
- unpassable =
- useVoice =
- visibleInEditor =
- wieldable =
- zombieState =
alwaysdetect This object is detected regardless of actual visibility. Only meaningful to characters. Defaults to 0.
ambient Object is marked as ambient and is not shown when the "ambient objects" video option is unchecked.
animated If 1, the object receives updates so animations will play. Defaults to 0.
animRandomOffset If 1, the animation of each created object is randomly offset so that all objects of the same type do not animate synchronously. Only affects objects with the "animated" attribute. Defaults to 1.
avoid If 1, the pathfinder will avoid this object. Defaults to 1.
baseForce The force an object needs to experience in order to become separated from its base. Defaults to 50.
canPickUp If 1, character can pick up or wield objects. Defaults to 1.
cantIgnite If 1, object can't be the target of an ignite power. Defaults to 0.
castShadow If 1, object casts a shadow. Has no effect if modified in-game, specify in FFEdit. Defaults to 0.
complex If 1, the movement grid will do a more expensive but more accurate ray cast to determine the object's height. This should be set of complex objects with multiple overlapping polygons. For example, it was used for building rubble. Defaults to 0.
complexFade If 1, object fades when the camera ray intersects the geometry, not the collision box (e.g. trees). Defaults to 0.
customRadius For powerups (GAME_OBJ_POWERUP) – specifies distance at which object will be "used". Defaults to 0.
damagedOnMove If 1, the object will be damaged to the first destruction version (or destroyed if there are no destruction versions) when it is moved. Defaults to 0.
debris If 1, object will not do damage when colliding with a building (GAME_OBJ_BUILDING). Defaults to 0.
defaultToAttack If 1, the default action will be to attack the object instead of picking it up, wielding it or moving onto it. Defaults to 0.
detectangleHeight The total angle of the vertical arc (in degrees) that is used for the AI's visible calculations. Defaults to 90.
detectangleWidth The total angle of the horizontal arc that is used for the AI's visible calculations. Defaults to 170.
detectradius For villains, the radius in meters at which the AI sees things. For players, the radius in meters at which characters become visible.
Defaults to 40.
detectradiusMin The radius in meters at which a character is considered detected even though they may not be within the AI's arc of detection.
Defaults to 4.
door If 1, object acts as door (don't path through it). Defaults to 0.
elasticity A percentage from 0 to 100, how bouncy the object is. Defaults to 25.
flyover If set to 0 an object will report no flyover data, i.e. no healthbar, status bar or highlighting. It will appear similar to terrain. Defaults to 1.
health The current health of a character/object. Defaults to 30.
heroPoints How many Hero Points the character has.
ignoredByVehicle If 1, vehicles will drive over/through this object. Defaults to 0.
ladder If 1, the objects is special – it's a climbable ladder. Defaults to 0.
mass The mass of the object as used in physics calculations. Defaults to 0.
material Type of material the object is made out of. Set this throught the material drop down instead.
maxEnergyPoints The normal amount of full energy points character has. Defaults to 100.
minForce The min force an object needs to move it, lesser forces are ignored. Defaults to 15.
minHealth The minimum health level for a character/object. The health attribute can never drop below this value. Defaults to 0.
mock Object (character) is not to be shown in in-game lists (i.e. as custom character mesh or in debrief lists). Defaults to 0.
mp_targettable Determines whether object can be a "target" for a destruction mode MP game. Defaults to 0.
noFade If 1, the object will not fade out when it blocks the camera. Defaults to 1.
notInDB Like mock but shows character in debrief screens. Defaults to 0.
pathBudget How complex paths are for this character. Typically 200-300 is low, 2000 is high. Defaults to 200 for non-heroes, 10,000 for heroes.
physical If 1, the object can be affected by events in the game. Defaults to 1.
pickupDistance Controls the distance at which a character picks up an object.
prestige For villains and minions, prestige you get for KO-ing them, for civilians and objects, prestige you lose for KO-ing/destroying them.
Defaults to 0.
rangedZOffset Offset from model center at which shot is fired for LOF checking purposes. Defaults to 0.
scary If a civilian sees a villain or minion with the 'scary' attribute, they will run immediately, else they will only run if damaged or if a power is used.
Defaults to 1.
semiPhysical Object blocks projectiles (and beams) only if it is the direct target. Use for railings and so on. Defaults to 0.
shadowType If 0, character casts a block shadow. If 1, character casts a "blob light". Only applies to characters. Defaults to 0.
standon If 1, it is possible to stand on the object. Defaults to 1.
throwable If 1, object can be picked up and thrown. Defaults to 1.
turretMaxAngle The total angle of the arc at which the turret can fire at enemies (relative to it's initial rotation). Defaults to 90.
turretUseLOS Only applicable to turrets, if 1, the turret will not fire if it does not have line of sight. Defaults to 0.
undetectable Makes object not detectable by AIs.
unpassable Characters cannot fly/walk above/into unpassable objects (default value is 0 = object is passable).
visibleInEditor If not set, the object can be toggled in the in-game editor using the J key. (default value, 1 = object is always visible).
wieldable If 1, object can be wielded. Defaults to 0.
The following attributes cannot be set in FFEdit. They are used by the game to keep track of data.
cloneCount Used internally to keep track of clone numbers
crusher If set, the character will ignore small objects when pathfinding.
energyPoints Amount of energy points character has
EPRechargeRate No. of EPs that recharge every second
maxHealth The normal full health of object
speed Character's RPG speed value
strength Character's RPG strength value
zombieState
Thank you. I'll copy most of that up in a bit (it's right below though so not really needed). Question on the Ladder override. I've tried, and I mean for at least eight months or so to get that to work with no results. It seems as straight forward as 1 or 0 (Y/N), but doesn't seem to work that way. Are there other factors that need to be taken into account to get said override to actual work and the same for any other overrides? Thanks again.
While I certainly hope you can make it work, there are quite a few elements, either documented or hinted at, that weren't actually fully implemented or were implemented in a way which can't be accessed by scripts.