EM5 Building (QSF)

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  • Information about the 'EM5 Building' component


    PropertyDescriptionUsage
    DamageStateSet the damage state of the object, in this case, the building.Changing this value will switch in the different meshes defined in the slots IntactMesh, DamagedMesh and DestroyedMesh.
    ContainedEntitiesArray of contained entity IDs.
    ClippingEnabledThis controls whether the clipping effect in game is activated when navigating the camera near buildings. The clipping effect lets most of the building mesh disappear and shows only the blackroom of the building.Not every building needs this option activated. Small ones, which won't block the players view on anything, can have this unchecked. Also building meshes, that don't have blackrooms, should keep this unchecked, since they will simply disappear completely in game.
    IntactMeshReferences the mesh, that is shown in the intact state of the building.If you want a building to collapse correctly with an animation, it has to have three different meshes for each damage state it is in.
    DamagedMeshReferences the mesh, that is shown in the damaged state of the building.See above.
    DestroyedMeshReferences the mesh, that is shown in the destroyed state of the building.See above.
    CollapseDampeningFactor
    CollapseDelayDuration in seconds before the collapse animation and its state of the building is triggered.This value is used to time the particles linked into DestroyedParticles correctly, so that they work with the animation played when the building is in the state of collapsing.
    CollapseShowRuinsDelayDuration in seconds before the DestroyedMesh is shown.Also used to time the particle effects during the collapsing of the building correctly.
    ExplosionCenter
    ExplosionCenterWorldSpace
    DamagedLevel1ParticlesThis shows the IDs of the particles already linked into this slot. They will be activated, when the building reaches damage level 1.Each object equipped with a damage component (in this case, the EM5_Building component contains the damage component as well), automatically has 3 damage levels: Intact, DamagedLevel1 and DamagedLevel2 (which equals the destroyed state of the building). It is possible to define several particle effects as visual feedback, when the building changes into each state. Those are linked directly into the according slots, in this case: DamagedLevel1Particles.
    DamagedLevel2ParticlesThis shows the IDs of the particles already linked into this slot. They will be activated, when the building reaches damage level 2.See above.
    DestroyedParticlesThis shows the IDs of the particles already linked into this slot. They will be activated, when the building reaches it's destroyed state and only the ruins are shown.See above.
    MainDoorThis is used for the AI in the game. It defines, where NPCs will spawn during the game when leaving their homes.Another object with an EM5 Door component is linked in this slot and is necessary for the AI to function correctly.
    LightArrayThis slot is reserved for linking lights to the building and shows all their IDs.This includes flares as well.
    EventWindowSame function as the MainDoor property, but used mainly for events where NPCs need to be rescued from a balcony or similar spots.Another object with an EM5 Window component is linked in this slot and is necessary for the AI to function correctly.
    ResidentArrayNo Usage
    DamagedLevel1Entities
    DamagedLevel2Entities
    CollapseRubbleAnything linked into this slot is shown, after the building collapsed and its destroyed mesh is visible.Can be used to display additional rubble and debris lying around near the collapsed building. Should mainly be used within an instance of a building and not in the main prefab.
    DestroyedEntitiesAnything linked into this slot will not be visible after the building was destroyed and is in is destroyed state.Useful for things like the funnel smoke coming out of various buildings in EM5.

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