Room Piece Object

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Contents

Room Piece

Description

This Level Object is used to construct the visuals and pathable area of a Layout. It contains a mesh and associated behavior as defined in the Level Set.

Location

Right-click on an empty space in the Layout Scene Manager and choose Building Blocks > Room Piece from the list.

Properties

Name Type Description Read Only
GUID
BRUSH ID
string
ID of the brush that created the Room Piece.
true
GUID
string
GUID.
true
ORIENTATION
FORWARD
CVector3
Forward by X,Y,Z.
RIGHT
CVector3
Right by X,Y,Z.
UP
CVector3
Up by X,Y,Z.
YAW
float
Yaw Rotation.
POSITION
POSITION
CVector3
Position by X,Y,Z world coordinates.
PROPERTIES
BAKE
bool
If True the Room Piece will be baked and destroyed on level load. If True it can't move dynamically.
CAN ALIAS
bool
Control whether or not the Room Piece can be aliased.
CHANCE
float
The percent chance from 0.0 - 1.0 that the Room Piece will be loaded.
COLLISION ENABLED
bool
If False the Room Piece will not have collision.
NOPATH
bool
If True the Room Piece will not be pathable.
VISIBLE
bool
Set the Room Piece visible or not.
RENDER ORDER
OVERRIDE
int
The Render Order override of the Room Piece. Lower numbers render first. -1 uses the default set for the Room Piece.
RENDER ORDER
int
The template Render Order of the Room Piece.
true
ROOM PIECE
MESH OVERRIDE
string
The mesh file override for the Room Piece.
PIECE
string
The selected Room Piece.
true
ROTATION RATE
ROTATION RATE
CVector3
Set the constant rotation rate by X,Y,Z. "Bake" must be False.
SCALE
SCALE
float
Scale the Room Piece uniformly on the X, Y, Z axes (if set to be Scalable).
X
float
Scale the Room Piece on the X axis (if set to be Scalable).
Y
float
Scale the Room Piece on the Y axis (if set to be Scalable).
Z
float
Scale the Room Piece on the Z axis (if set to be Scalable).
VISUAL PIECE INDEX
VISUAL
string
Set the Visual of the Room Piece. Selecting "Random" will choose a random Visual from the set.

Input Events

Show
Set the Room Piece to be visible.
Hide
Set the Room Piece to be invisible.
Collidable
Set the Room Piece to be collidable.
Not Collidable
Set the Room Piece to not be collidable.

Output Events

On Visible
This event will fire when the Room Piece receives a "Show" Input event.
On Invisible
This event will fire when the Room Piece receives a "Hide" Input event.
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