attribute flag name |
function |
can turn |
object has a direction it faces |
can be engaged |
hostile objects which can engage will engage this object |
has direction goal |
should be on if "can turn" flag is on |
is remote |
do not use |
is human controlled |
do not use |
is beam |
a vector object (as opposed to a sprite object) |
does bounce |
if it hits the edge of the universe, will bounce (ships should bounce, shots should not) |
is self animated |
sprite object who's sprite doesn't depend on the angle it's facing |
is player ship |
do not use |
can be destination |
can be selected as a target object |
can engage |
can engage other ships |
can evade |
can sense if another ship is engaging it and attempt to avoid being hit |
can accept messages |
do not use |
can accept build |
object is a base capable of building ships |
can accept destination |
can receive orders to go places by human or computer player |
auto target |
for weapons and the missiles they create; objects are created facing the nearest target; both the weapon and the missiles they create must have this attribute set for it to work |
animation cycle |
object's animation cycles (otherwise, object expires when animation ends) |
can collide |
object can collide with an obejct with the "can be hit" attribute set |
can be hit |
object can be on the receiving end of a collision |
is destination |
for non-mobile objects like stations and planets; must be set for objects that can be built; computer AI considers destinations places that should be attacked or guarded |
hide effect |
causes nearby thinking objects long range symbols to be masked |
release energy on death |
the object's energy will be released in the form of energy blobs when it is destroyed |
hated |
objects that are hated will be shot at by objects which belong to different players |
occupies space |
any object which should not occupy the same space as another; any thinking, colliding object should have this flag set |
static destination |
object's destination cannot be changed (should only set for specific initial objects) |
can be evaded |
ships with the "can evade" attribute set will try to evade this object if needed |
neutral death |
instead of dying when destroyed, object simply becomes neutral (as in the case of bunker stations) |
is guided |
doesn't think, can't accept orders, but still can steer itself and try to hit targets and still evokes evasion |
appear on radar |
shows up on radar |
bit 31 |
do not use |
on auto pilot |
used for human player; do not set |