Syntax

dbMakeStaticLimb(ObjectID, LimbID, Collision, ArbitaryValue, CastShadow, PortalBlocker)

Description

This command will copy a specified object limb 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.

 

Limb Number

The limb number within the specified object.

 

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, dbMakeStaticObject, dbSetStaticUniverse