The Attribute entity is used to allow the player to pickup various objects during the game. This includes health, ammunition and even weapons. The player acquires these objects by colliding with the Attribute entity. See Giving the Player Attributes for details of how to set up the player so he can use these objects.
The fields for the Attributes entity are:
Field | Description |
---|---|
ActorRotation | Values required to rotate actor into proper position |
AmbientColor | Color of actor ambient lighting |
AmbientLightFromFloor | Calculate ambient lighting from floor color instead of using AmbientColor |
AttributeAltAmount | Amount of alternate attribute provided |
AttributeAltName | Name of alternate attribute provided by this entity |
AttributeAmount | Amount of attribute provided |
AttributeName | Name of the attribute provided by this entity |
BoneName | Name of actor bone to attach to |
ChangeMaterial | Name of section that contains material change info |
Delay | Number of seconds before respawn will occur |
EntityName | Name of the entity to attach this entity to |
FillColor | Color of actor fill lighting |
Gravity | if true then actor is subject to gravity |
HideFromRadar | if true then does not show on radar |
Model | Name of the world model to attach to |
PlayerOnly | if true then only the player can pick up |
PowerUp | if true then increase the upper limit of AttributeName by AttributeAmount |
ReSpawn | if true then entity will respawn after pickup |
Scale | Amount to scale the entity actor, 1 equals 100% |
SetMaximumAmount | if true increase amount of AttributeName to maximum |
ShadowAlpha | Transparency of actor shadow bitmap |
ShadowAlphamap | Name of alpha bitmap to use for shadow |
ShadowBitmap | Name of bitmap to use for shadow |
ShadowSize | Radius of actor shadow, 0 is none |
szActorName | Name of the actor that is shown in the level |
szEntityName | Name of this entity |
szReSpawnSound | Name of sound file to play when entity respawns |
szSoundFile | Name of sound file to play when colliding with entity |
TriggerName | Name of trigger entity |
UseKey | if true you have to press the Use Key to pick up the attribute |
UseProjectedShadows | if true use projected shadows |
UseStencilShadow | if ture use stencil shadows |
EnvironmentMapping | if true use environment mapping on actor material |
AllMaterial | if true apply environment mapping to all material |
PercentMapping | percentage of mapping to apply to material (0 to 100) |
PercentMaterial | percentage of material to use while mapping (0 to 100) |
For more information on attaching the Attribute entity to another entity or model see Attaching Entities to an Actor, Player, or Model.
If the player has the maximum amount of the attribute already, then you can specify another alternate attribute that will be increased instead.
The Attribute entity will generate a callback when the player collides with it that can be converted to a trigger by using a LogicGate of type 6 (Callback). This trigger can then be used to trigger other entities, such as Message, to tell you what you just picked up.
This entity can also be used as a trigger, by using its szEntityName as the trigger name. The trigger state is on if the Attribute entity is active, waiting to be picked up, and off when it has disappeared.
If EnvironmentMapping is set to true and AllMaterial is false then only those actor materials whose name starts with env_ will have environment mapping applied to them.