Documentation: MagicConvertMaterialComponent
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Name | Type | Initial Value | Example Range | Description |
---|---|---|---|---|
Members | ||||
radius | int | 256 | [0, 512] | |
min_radius | int | 0 | [0, 512] | allows for convert to happen from x pixels from the center |
is_circle | bool | false | ||
steps_per_frame | int | 10 | [0, 512] | |
from_material_tag | std::string | the tag of material, e.g. [liquid] | ||
from_any_material | bool | false | if 1, converts any cells of any material to 'to_materia' | |
clean_stains | bool | false | ||
extinguish_fire | bool | false | ||
fan_the_flames | int | 0 | if > 0, will call UpdateFire() fan_the_flames times | |
temperature_reaction_temp | int32 | 0 | if != 0, will use the 'cold_freezes_to_materials' and 'warmth_melts_to_materials' in CellData to convert cells different materials | |
ignite_materials | int | 0 | if > 0, will call Ignite() with ingite_materials as probability_of_fire | |
loop | bool | false | ||
kill_when_finished | bool | true | ||
convert_entities | bool | false | if 1, kills entities with a damagemodel and converts them to 'to_material' | |
stain_frozen | bool | false | petri hax | |
reaction_audio_amount | float | 0 | if > 0, will generate chemical reaction audio at converted cells | |
convert_same_material | bool | true | 9.10.2020 - added this because at the end this caused the 'white ring' to appear, set it to false if you don't want constant whiteout | |
from_material_array | std::string | |||
to_material_array | std::string | |||
mRadius | int | 0 | [0, 512] | |
Custom data types | ||||
from_material | int | 0 | ||
to_material | int | 0 | ||
Privates | ||||
mUseArrays | bool | false | ||
mFromMaterialArray | std::vector<int> | |||
mToMaterialArray | std::vector<int> |
Converts materials to other materials.
If convert_entities
is enabled, it will also convert entities that have a DamageModelComponent and are in range, unless the entity has the touchmagic_immunity
tag.