Used to add things like particles, ped spawns, ladders, and light shafts to be attached to the entity
Used for:
Used For: Attaching / Spreading procedural objects
Used for:
Used For: Spawning / overriding ped spawns
Used For: Attaching peds / ped scenarios to objects
Used For: Light Rays / God Rays
Setting | Description |
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Setting | Description |
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Setting | Description |
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Setting | Description |
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Setting | Description |
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Setting | Description |
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Name
Expression Dictionary Name
Expression Name
Creature Metadata Name
Initialize on Collision
Offset Position XYZ
Extension offset relative to entity origin
Name
Extension Name
Radius Inner
Inside radius of a circle around the extension
Radius Outer
outside radius of a circle around the extension
Spacing
Distance between procedural objects
Min Scale
Lowest possible scale value
Max Scale
Highest possible scale value
Min Scale Z
Lowest possible scale value on the Z axis
Max Scale Z
Highest possible scale value on the Z axis
Min Z Offset
lowest possible offset on the Z Axis
Max Z Offset
Highest possible offset on the Z Axis
Object Hash
procedural object to use
Flags
Offset Position XYZ
Extension offset relative to entity origin
Name
Extension Name
Offset Rotation XYZ
Extension rotation
Disturbance Type
Bone Tag
Linked bone's Bone Tag(Optional?)
Size XYZW
Flags
Offset Position XYZ
Extension offset relative to entity origin
Name
Extension Name
Scenario Type
Scenario type from .ymt scenarios
iTime Start Override
When the override should start
iTime End Override
When the override should end
Group
Ped Group
Model Set
Ped Model Set
Radius
Radius of the Spawn Point Override
Time Till ped Leaves
Time until ped stops task (in minutes?)
Available in MP/SP
Whether it is SP only or MP
Scenario Flags
Offset Position XYZ
Extension offset relative to entity origin
Name
Extension Name
Offset Rotation XYZ
Extension rotation
Spawn Type
Ped Type
Group
Ped Group
Interior
Interior Name (if inside one)
Required Map
Probability
Chance for the scenario to spawn
Time Till Ped Leaves
Time until ped stops task (in minutes?)
Radius
Radius of the Spawn Point
Start
Time the scenario starts
End
Time the scenario ends
High Priority
Prioritizes spawning of scenario
Extended Range
Extend range at which the scenario can spawn relative to the player
Short Range
Decrease range at which the scenario can spawn relative to the player
Available in MP/SP
Whether it is SP only or MP
Scenario Flags
Offset Position XYZ
Extension offset relative to entity origin
Density Type
How dense the light shaft should be
Volume Type
Shape of the shaft
Scale By Sun Intensity
Use in game sun intensity to effect brightness
Direction Amount
Length
Length of the Light Shaft
Color
Color of the Light Shaft
Intensity
Intensity of the Light Shaft
Flashiness
Flags for how fast and if the Light Shaft should flash / flicker
Flags
Only Possible flags are 35, 99, 83, 115, 51
Fade In Time Start
When the Light Shaft should begin to appear
Fade in time End
when the Light Shaft is fully visible
Fade Out Time Start
When the Light Shaft should begin fading away
Fade Out Time End
when the Light Shaft Shouldnt be visible
Fade Distance Start
Distance at which the Light Shaft begins Fading
Fade Distance End
Distance at which the Light Shaft is fully Faded
Softness
Corner A XYZ
Top Left Corner Coords
Corner B XYZ
Top Right Corner Coords
Corner C XYZ
Bottom Right Corner Coords
Corner D XYZ
Bottom Left Corner Coords
Offset Position XYZ
Extension offset relative to entity origin