StaticEntityProxy

The StaticEntityProxy is used to place an actor in the level being designed. When the level is loaded by the Reality Factory based game, all actors are loaded, placed, and animations get started for those with default animations. On player collision, an audio effect is played and (if supplied) a "collision animation" is played before switching back to any default animation.

Field Descriptions

The fields for the StaticEntityProxy entity are:

Field Description
ActorRotation Rotation needed to properly orient actor in game
AmbientColor Color of actor ambient lighting
AmbientLightFromFloor Calculate ambient lighting from floor color instead of using AmbientColor
AttributeAmt Prop health points, or -1 if indestructible
bCanPush true if the player avatar can push this static actor around
BoxSize if not 0 then use as bounding box size
ChangeMaterial Name of section containing material change info
Damage Amount of damage done
DamageAlt Amount of alternate damage done
DamageAttribute Name of attribute damaged
DamageDelay Number of seconds until damage occurs again
DamageTo Name of attribute actor causes damage to
DamageToAlt Name of alternate attribute actor causes damage to
DeathDissappear true if actor is removed when dead
DoDamage true if actor does damage on collision
FaceDestination true if actor rotated to face destination
FadeOut if true and DeathDissappear is true fade out actor when dead
FadeOutTime Number of seconds until actor is totally transparent
FillColor Color of actor fill lighting
fRadius Audible range for sound
GetDamaged true if actor gets damaged on collision
HideFromRadar if true then does not show on radar
InitialAlpha Initial transparency of the static actor, from 0 to 255 with 0 being transparent
IsAVehicle true if actor can be ridden
NoCollision if true no collision with other actors
ScaleFactor Number to scale actor by
ShadowAlpha Transparency of actor shadow bitmap (0 to 255)
ShadowAlphamap Name of alpha bitmap to use for shadow
ShadowBitmap Name of bitmap to use for shadow
ShadowSize Radius of actor shadow bitmap, 0 is none
SoundLoop true if sound loops
StepHeight Height that actor can step up when moving
SubjectToGravity true if this actor will be subject to gravity
szActorFile Actor file to load for this proxy
szDeathAction Animation, if any, to play when entity is dying
szDefaultAction Default animation, if any, for this prop
szEntityName Name of entity, used in scripting and triggers
szImpactAction Animation, if any, to play when collided with
szSoundFile Sound to play on collision/activation
UseKey if true the actor can be activated by the Use Key
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)
UseProjectedShadows Use projected shadows for this actor
UseStencilShadows Use stencil shadows for this actor

You can set the size of the bounding box used by the actor in the entity definition. The BoxSize entry can be used to set the bounding box size in all 3 directions. The dimensions are in texels.

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.