Movable Static

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Movable statics are static objects that are subject to Havok physics. This means that they can be moved around by the player with the grab button and will be affected by weapons and explosives.

This category also contains some animated objects which are usually prefixed with 'FX'. They play a single continuous animation, usually a water spray, flames, smoke or something similar.

Movable Static Dialog

  • 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.
  • Name: Display name. Shown when hovering the crosshair over the object in game.
  • Model: Displays the model for this object.
    • Edit: Chooses the model for this object.
  • Edit Destruction Data: Sets the damage states if an object is destructible.
  • Looping Sound: Sets the sound played for this object.
  • Flags:
    • Quest Item: If checked, item is not cleaned up when a cell is reset (and are not cleared from reset inventories) and warning will appear in the editor that item is a quest object before performing operations on it.
    • Random Anim Start: If checked, this object kicks off its idle animation at a random start time. This is so you can put a couple of the same animated activators in a scene and they won't be animating in sync.
    • Obstacle: When checked the object will dynamically cut the navmesh in game preventing actors from walking into it.
    • On Local Map: If checked, the item is seen on the local map in-game.

Notes

  • Movable statics that are moved from their editor position while in-game will save the coordinate information to save file. For this reason it's best to not use an extreme amount of these objects especially if they are placed in a position where they are likely to be moved or pushed by something. With JIP LN you can use the flag "Unknown 23" in xEdit or through script on the cell that the movable static belongs to so that this information is not saved.
  • The "Obstacle" flag only works with NIFs that have the correct collision layer set, consult the Collision layer page for valid layer types.

See Also