Syntax

dbMakeStaticObject(ObjectID, Collision, ArbitaryValue, CastShadow, PortalBlocker)

Description

This command will copy a specified object to the static universe, along with additional information such as an internal Arbitrary value and its ability to cast a static shadow.

 

Object Number

The object number holding the mesh to be used in the static universe.

 

Collision

The collision shape to give to the added mesh. A value of 0 means to use the polygons to form the shape, a value of 1 means to use a box shape, a value of 2 will calculate a reduced mesh to optimize collision performance and a value of 3 will use no collision.

 

ArbitraryValue

A value you can insert into the mesh data which can be read back later.

 

CastShadow

Set this to one to cause the static geometry to cast a stencil shadow, when properly set up.

 

PortalBlocker

Set this value to 0 to inform the mesh it will not block any portals within the scene, a value of 1 will mean the mesh is scanned to check if there are any holes that will prevent it from being solid and a value of 2 will mean the mesh is completely solid.

See Also

dbBuildStaticPortals, dbDeleteStaticObject, dbDeleteStaticObjects, dbMakeStaticLimb, dbSetStaticUniverse