Collision layer
From GECK
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 and often have other special properties. 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
- 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. Easy for the player to push unless mass is 96 at which point it will be unpushable by actors.
- COLLISIONBOX:
- Nothing can pass through this.
- CUSTOMPICK1
- CUSTOMPICK2
- DEADBIP:
- Dead bodies, dismembered limbs, Movable Statics and projectiles cannot pass through this but live 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. After moving for the first time it will become unmovable from any force after coming to rest (Unless "Deactivator Type" is turned off in the bhkRigidBody settings). Actors can see through this layer type and detect other actors. Cannot by grabbed by the player. 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. Does not do havok damage.
- DOORDETECTION
- DROPPINGPICK
- GASTRAP
- GROUND
- INVISIBLE WALL
- Does not allow impact decals to show up on the geometry. Projectiles cannot passthrough however the player can activate / loot objects through this layer.
- ITEMPICK
- Cannot by grabbed by the player.
- 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. Easily pushable regardless of set mass.
- 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. Easy for actors to push but with 48 or above mass set the object becomes much harder to push around, at 96 the object becomes unpushable for actors. Can sometimes allow the player to walk at a 90 degree angle, as such not recommended for Statics.
- SHELLCASING
- Actors can pass though this layer. Actors can see through this layer type and detect other actors. Projectiles will pass through this. Additionally if an object passes through / hits this object it will play shell casing sounds regardless of the Havok material set.
- 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, it's 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
Notes
- Unless otherwise specified, most layer types pose no resistance to being pushed by actors regardless of mass set BUT will become unpushable by actors at 96 mass or above.