Collision layer

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Collision layers can be set on Collision Planes, Collision Spheres, Activator Volumes and are also set on NIFs. They prevent certain kinds of objects from going through them such as actors, movable statics and projectiles. Some collision types are color coded and can be viewed with ToggleCollisionGeometry in game.

Collision Plane/Layer Types

  • ACOUSTIC SPACE
  • ACTORZONE:
    • Actors cannot go through this, but everything else can. Useful for keeping actors from going places you don't want them while not having to worry about projectiles and objects bouncing off thin air.
  • ANIMSTATIC
    • Represented with a shade of purple when using TCG. When set on NIFs it allows the "Obstacle" flag on various record types to function which will cut navmesh dynamically, Door record types are treated as obstacles by default. Should be used on collision for animated doors.
  • AVOIDBOX
  • BIPED:
    • Everything can pass through this except projectiles.
  • CAMERAPICK
  • CAMERASPHERE
  • CHARCONTROLLER
  • CLOUDTRAP
  • CLUTTER
    • Represented with a shade of blue when using TCG. When set on NIFs it allows the "Obstacle" flag on various record types to function which will cut navmesh dynamically.
  • COLLISIONBOX:
    • Nothing can pass through this.
  • CUSTOMPICK1
  • CUSTOMPICK2
  • DEADBIP:
    • Dead bodies, cut off limbs, movable statics and projectiles cannot pass through this but actors can. If an actor dies while inside, their corpse will glitch horribly inside the collision.
  • DEBRIS LARGE
    • When set on NIFs it allows the "Obstacle" flag on various record types to function which will cut navmesh dynamically. It cannot be pushed by actors (but can still move through other means) and actors can see through this layer type and detect other actors. Will cause the object to get removed from the game under some circumstances.
  • DEBRIS SMALL
    • Unlike the "LARGE" variant this does not allow for navmesh cutting. Actors can see through this layer type and detect other actors. Will cause the object to get removed from the game under some circumstances. Projectiles will pass through this.
  • DOORDETECTION
  • DROPPINGPICK
  • GASTRAP
  • GROUND
  • INVISIBLE WALL
  • ITEMPICK
  • LINEOFSIGHT:
    • Projectiles collide with this as well as dead bodies. Actors can pass through this.
  • NONCOLLIDABLE:
    • Nothing collides with this.
  • PATHPICK
  • PORTAL
  • PROJECTILE:
    • Nothing can pass through this.
  • PROJECTILEZONE
    • Everything can pass through this except projectiles.
  • PROPS:
    • Represented with the color purple when using TCG. Nothing can pass through this. When set on NIFs it allows the "Obstacle" flag on various record types to function which will cut navmesh dynamically. Can sometimes allow the player to walk at a 90 degree angle, as such not recommended for statics and big objects.
  • SHELLCASING
  • SPELL
  • SPELLEXPLOSION
  • STATIC
    • Represented with the color red when using TCG. Nothing can pass through this.
  • TERRAIN
    • Represented with the color tan when using TCG. Nothing can pass through this.
  • TRANSPARENT:
    • The default one set by the GECK, nothing can pass through except projectiles. Actors can see through this layer type and detect other actors.
  • TRANSPARENT SMALL:
    • Same as TRANSPARENT except only projectiles with the Pass Through Small Transparent flag enabled can pass through. This means most missiles and grenades will collide with it. Actors can see through this layer type and detect other actors.
  • TRANSPARENT SMALL ANIM
  • TRAP
    • Actors can see through this layer type and detect other actors.
  • TREES
  • TRIGGER
  • UNIDENTIFIED
  • WATER:
    • Does not let you swim, its just a wall where nothing can pass through when hit it reacts like water.
  • WEAPON
    • Represented with the color orange when using TCG. Actors can see through this layer type and detect other actors.

Activator Volume Types

  • ACTORZONE
  • PROJECTILEZONE
  • TRIGGER

See Also