A generic planet with a model and optional collision that is affected by strong light. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models as well as fur maps.
Name | Type | Games | Required? | Description | Values |
---|---|---|---|---|---|
Obj_arg0 | Float | SMG2 | False | Useless: Read but never used for anything. | |
Obj_arg1 | Float | SMG2 | False | Sphere Clipping Radius: The spherical clipping radius. If this setting is 0 or less, the model's bounding radius will be used. This is the default behavior. | |
Obj_arg2 | Float | SMG2 | False | Useless: Read but never used for anything. |
Name | Games | Required? | Description |
---|---|---|---|
SW_APPEAR | SMG2 | False | Appears when this switch is activated. |
SW_B | SMG2 | False | Removes the visible model when this switch is active. This retains the collision, though. |
SW_AWAKE | SMG2 | False | Enables rendering and resumes updates when this switch is active. |
Name | Games | Required? | Description | Values |
---|---|---|---|---|
ClippingGroup | SMG2 | False | Objects in this group are always clipped together. |