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    Interface StaticFlags

    All static flags of the Game Object, that are allowed by Ida to read or modify. Use this to change how object behaves in the scene and interacts with other objects and environment.

    NB: setting some of those flags on the Twinsen object in the scene setup might have no effect, as the twinsen flags are initialized later. You will need to use life commands to change them at scene runtime.

    object.Flags.

    interface StaticFlags {
        $: FlagsHandler;
        Backgrounded: 8192;
        CanCarry: 16384;
        CanFall: 2048;
        CheckCollisionsWithActors: 1;
        CheckCollisionsWithScene: 2;
        CheckDrowning: 64;
        CheckFloorCollisionsOnly: 128;
        CheckLowCollisionsOnly: 32;
        CheckScenericZones: 4;
        HasSpriteAnimation: 262144;
        InvalidCarrierPosition: 65536;
        Invisible: 512;
        IsInWater: 2097152;
        IsSprite: 1024;
        NoPreClipping: 524288;
        NoShadow: 4096;
        NoShock: 131072;
        Pushable: 16;
        SmallZV: 32768;
        SpriteClipping: 8;
        UseZBuffer: 1048576;
    }
    Index

    Properties

    Contains helper methods to read and modify the static flags.

    Backgrounded: 8192

    Backgrounded.

    If this flag is set, the Actor object will not be redrawn continuously. It will only be redrawn when the screen is refreshed by another event, such as another Actor object passing by or a conversation text being drawn.

    This flag can be changed at runtime using the LifeOpcodes.LM_BACKGROUND Life Script or MoveOpcodes.TM_BACKGROUND Move Script commands.

    CanCarry: 16384

    Carrier.

    If this flag is set, the Actor object can carry another Actor object on its top. Otherwise, no other Actor object can stand on top of it.

    CanFall: 2048

    Can fall.

    If this flag is set, the Actor object can fall if it is not standing on the ground. This flag can be changed at runtime using the LifeOpcodes.LM_FALLABLE Life Script command.

    CheckCollisionsWithActors: 1

    Can collide with other objects.

    If this flag is set, the Actor object will behave like a real-world object, colliding with other actor objects. If the flag is not set, the actor will push other actor objects as if they don't exist and won't be able to attack or damage them. If 2 actor objects have this flag unset, they can walk through each other like ghosts.

    This flag can be changed at runtime using the LifeOpcodes.LM_OBJ_COL life script command.

    CheckCollisionsWithScene: 2

    Can collide with bricks.

    If this flag is set, the Actor object will be bound by world physics, such as gravity, and walls will be solid. If the flag is not set, the Actor object can walk through walls, float in the air, and won't fall or jump to higher levels.

    This flag can be changed at runtime using the LifeOpcodes.LM_BRICK_COL Life Script command.

    CheckDrowning: 64

    Enables some special game behaviors checks: for example, dying in the water or lava.

    CheckFloorCollisionsOnly: 128

    Floor collision only.

    If this flag is set, the Actor object will only check for collisions with the floor. This is useful for certain Actor objects.

    CheckLowCollisionsOnly: 32

    Low collision only.

    If the flag is set, high collisions will be ignored. This might be useful for certain Game Objects.

    Exact behavior is not documented, maybe is useful for small animals or for crawling animations.

    CheckScenericZones: 4

    Can detect zones.

    If this flag is set, the Actor object can detect if it is inside a Sceneric Zone.

    Otherwise, the Life Script LifeFunctions.LF_ZONE life function will always report that the Actor object is not inside any Zone.

    HasSpriteAnimation: 262144

    Uses 3DS animation.

    If this flag is set, the Actor object uses 3DS (sprite) animations.

    InvalidCarrierPosition: 65536

    Invalid position.

    If this flag is set, the Carrier position is considered invalid.

    Invisible: 512

    Hidden.

    If this flag is set, the Actor object will not be visible in the world. However, it will still act as an obstacle, play animations, and emit sounds.

    This flag can be changed at runtime using the LifeOpcodes.LM_INVISIBLE Life Script command.

    IsInWater: 2097152

    In water.

    If this flag is set, the Actor object will be rendered using the Z-buffer while in water, but only for exterior scenes.

    IsSprite: 1024

    Is Sprite.

    If this flag is set, the Actor object will be a Sprite Actor object. Sprite Actor objects use static images (sprites) instead of Bodies or Animations.

    The object uses GameObject.setSpriteId value to determine which sprite to use.

    NoPreClipping: 524288

    No pre-clipping.

    If this flag is set, the Actor object will not be pre-clipped. This is useful for large objects.

    NoShadow: 4096

    Doesn't cast shadow.

    If this flag is not set, the Actor object will cast a shadow: a small semi-transparent gray circle on the ground below the Actor object.

    NoShock: 131072

    No shock animation.

    If this flag is set, the Actor object will not trigger a shock animation.

    Pushable: 16

    Can be pushed.

    If this flag is set, other Actor objects will push the Actor object if it stands in their way. This flag is intended for Sprites. If used for a 3D Actor object, it may behave unpredictably, depending on the Can collide with objects flag.

    SmallZV: 32768

    Uses Mini ZV.

    "ZV" stands for Zone Volume. If this flag is set, the Actor object's bounding box dimensions in the X and Z axes will be set to the smaller of the two dimensions. If unset, the average of the X and Z dimensions will be used. Might be useful for bigger objects so they don't get stuck.

    This flag does not affect the Y (vertical) axis and applies to 3D Actor objects only.

    SpriteClipping: 8

    Uses clipping.

    This flag applies to Sprite Actor objects only. If set, the Actor object will be invisible (clipped) outside the clipping rectangle.

    This is used to make doors slide "into" walls and not appear on the other side.

    The clipping rectangle in this case is defined in the first 4 registers of the Actor object (x1, y1, x2, y2).

    UseZBuffer: 1048576

    Uses Z-buffer.

    If this flag is set, the Actor object will be rendered using the Z-buffer, but only for exterior scenes.