## Object Properties

### Viewing Object Properties

- To view an object's properties, right click it in the Object Database to bring up it's Property Window.
- The Property Window shows the object on the right pane. In a spreadsheet view, all the objects will be listed there for comparison.
- The left pane shows all the applicable properties. They are grouped by function.

### Property Descriptions

#### Entity

display name | Name of the object as it appears to the user
available | Whether the object is available to add to missions
scale | Scale factor
visible | Visibility flag
always identified | Whether object is always visible, even out of sensor range
enable LODs | Whether LODs (Level Of Detail) is enabled
no disappear | Forces object not to still be drawn even when very far in the distance
pickable | Whether user can pick this object
has halo | Whether this object has a halo and height bar
crosshair size | The size of the yellow crosshairs that circle an object when it's highlighted
min zoom dist | How close the use can zoom in, in multiples of the object's bounding sphere
health max | Max health for the object
self-repair max | The highest amount to which the object can repair itself
self-repair rate | The rate (per second) at which the object will repair itself, up to the self-repair max
additive blend for unlit | Whether to use additive blending for unlit parts of the object
force Z-write | Forces Z-writing even on transparent parts of the object
pane Z-bias | Amount to Z-bias panes on the object
billboardpane Z-bias | Amount to Z-bias billboardpanes (camera-facing panes) on the object
specular intensity | Specular intensity for the entire object
specular shininess | Specular shininess for the entire object
*Mass* |
mass | Mass of the object
massive | Whether the object exerts gravity
affected by gravity | Whether the object is influenced by gravity
can collide | Whether the object can collide with others
*Audio* |
ambient sound | Ambient sound file
ambient dist max | Ambient sound max distance
thrust sound | Thrust sound file
thrust sound max | Thrust sound max distance
*Particle Systems* |
particle system 1-8 | Names of particle systems to be linked to this object
*Chase Camera* |
chase camera X, Y, Z chase camera rotate chase camera tilt | Position and orientation of chase camera for this object

#### Ship

race | 0 = none, 1 = Proximan, 2 = Nue-guyen, 3 = Entrodii
icon number | Icon index
sensor range | Sensor range
pilot type | Type of pilot model to use in cockpit
target for enemies | Whether enemies should consider this a valid target
*Build* |
cost | Build cost
build time | Build time
*Halo* |
halo type | Type of halo
tray width, length, height | Dimensions of halo shadow
tray offset | Offset of health bar from ship
*Weapon* |
weapon | Name of projectile
fire range | Firing range
fire angle | Firing angle
reload time | Reload time base
reload time spread | Reload time spread (base +/- spread)
turret speed | Turret rotation speed (for ships with turrets)
*Thrust* |
thrust | Thrust value for acceleration/decelleration
angular thrust | Rotational thrust value for turning
turn speed | Amount of "airplane physics" to reduce intertia: 0 = none, 1 = tight turns, 2 = very tight turns
banking | Amount to bank when turning
LR, UD, C thrust decay | Decay values for thrust cones
C thrust in LR | Includes center thrust in L&R thrust cones
LR thrust in C | Includes L&R thrust in center thrust cone
fuel time | Fuel time for fighter and marines
*Tasks* |
auto attack | Will ship automatically attack enemies
task: ... | Whether the ship can perform various tasks
*Construct* |
placer | Name of placeholder object for construction
connector | Name of connector object
build spacing time | Dead time in between building
construct1-10 | Names of objects that can be built