Static

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Static objects are 3D objects that are completely inert. They do not react to Havok physics and cannot be destroyed. Some examples of statics are buildings, walls, floors, shelves and tables. Statics cannot have scripts attached to them.

Static Dialog Window

  • ID: Unique Editor ID that can be used in scripts and can be searched in the Object Window with the filter bar. Cannot include any spaces or special characters.
  • Flags:
    • Quest Item: Check this box if the object is for a quest.
    • Visible When Distant: Will be added to generated Object LOD if a corresponding LOD model exists.
    • Has Platform/Language Specific Textures:
    • On Local Map: Will be visible on the local Pipboy map.
    • Has Tree LOD: Will be added to generated Tree LOD if a corresponding LOD billboard exists.
    • Obstacle: When checked the object will dynamically cut the navmesh in game preventing actors from walking into it.
  • Model: The NIF file used for the object.
  • NavMesh Generation Import Option: When a navmesh is automatically generated this setting will determine how the generation will treat this object.
    • Collision Geometry: Generation will use the object’s havok geometry.
    • Bounding Box: During generation the object’s bounding box will be imported instead of their havok geometry.
    • Filter: The object will not be imported or used for generation.
    • Ground: The object will be treated like it is part of the ground.
  • Looping/Random Sound:
    • Select TESSound: Press this button to select a looping sound for the object.
  • Passthrough Sound: The dropdown allows selecting a passthrough sound. This is used for bushes with non-collidable havok geometry.

Notes

  • If a NIF is chosen for a static that has Havok physics enabled the game will override this information and force the object to behave as a static object.
  • The "Obstacle" flag only works with NIFs that have the correct collision layer set, consult the Collision layer page for valid layer types.

Bugs

  • Statics with a Looping/Random Sound can only have the sound overridden with another sound record, removing the sound in an override will have no effect. To remove the sound use a silent sound record such as XXXPlaceholder or another record like it that either has a silent sound file or no file at all.

See Also