PhysicalZone¶
Physical Zones are areas that modify the player’s gravity and/or velocity and/or applied force.
- Inherit:
- SceneObject
Description¶
The datablock properties determine how the physics, velocity and applied forces affect a player who enters this zone.
Example:
newPhysicalZone(Team1JumpPad) {
velocityMod = "1";gravityMod = "0";
appliedForce = "0 0 20000";
polyhedron = "0.0000000 0.0000000 0.0000000 1.0000000 0.0000000 0.0000000 0.0000000 -1.0000000 0.0000000 0.0000000 0.0000000 1.0000000";
position = "273.559 -166.371 249.856";
rotation = "0 0 1 13.0216";
scale = "8 4.95 28.31";
isRenderEnabled = "true";
canSaveDynamicFields = "1";
enabled = "1";
};
Methods¶
-
void
PhysicalZone::
activate
()¶ Activate the physical zone’s effects.
Example:
// Activate effects for a specific physical zone. %thisPhysicalZone.activate();
-
void
PhysicalZone::
deactivate
()¶ Deactivate the physical zone’s effects.
Example:
// Deactivate effects for a specific physical zone. %thisPhysicalZone.deactivate();
Fields¶
-
Point3F
PhysicalZone::
appliedForce
¶ Three-element floating point value representing forces in three axes to apply to objects entering PhysicalZone .
-
float
PhysicalZone::
gravityMod
¶ Gravity in PhysicalZone . Multiplies against standard gravity.
-
floatList
PhysicalZone::
polyhedron
¶ The polyhedron type is really a quadrilateral and consists of a cornerpoint followed by three vectors representing the edges extending from the corner.
-
bool
PhysicalZone::
renderZones
[static]¶ If true, a box will render around the location of all PhysicalZones.
-
float
PhysicalZone::
velocityMod
¶ Multiply velocity of objects entering zone by this value every tick.