Attribute

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.

Field Descriptions

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.