Skip to content

DynamicObjectBase

Fields

Field Type
tagHandle TagHandle
networkRole integer
flags0 integer
existenceTime integer
flags1 BaseDynamicObjectFlags
objectMarkerId integer
network BaseObjectNetwork
position Point3d
velocity Point3d
rotation Vector3d[2]
rotationVelocity Rotation3d
scenarioLocation ScenarioLocation
center Point3d
boundingRadius number
scale number
objectType integer
teamOwner integer
nameListIndex integer
movingTime integer
variantIndex integer
player TableResourceHandle
ownerObject ObjectHandle
animationData ObjectAnimationData
vitals BaseObjectVitals
clusterPartition TableResourceHandle
unknownObject ObjectHandle
nextObject ObjectHandle
firstObject ObjectHandle
parentObject ObjectHandle
parentAttachmentNode integer
forceShieldUpdate boolean
validOutgoingFunctions ObjectValidOutGoingFunctions
incomingFunctionValues number[4]
outgoingFunctionValues number[4]
attachmentData BaseObjectAttachmentsData
cachedRenderState TableResourceHandle
regionDestroyeds BaseObjectRegionDestroyeds
shaderPermutation integer
regionHealths integer[8]
regionPermutationIds integer[8]
colorChange ColorRGB[4]
colorChange2 ColorRGB[4]
nodeOrientations BaseObjectBlockReference[2]
nodeMatricesBlock BaseObjectBlockReference

Methods

DynamicObjectBase:getNodeMatrixCount()

Number of baked node matrices the object has, 0 when it has none.

  • Returns integer

DynamicObjectBase:getNodeMatrix(index)

Get one of the object's baked node matrices, in world space. The matrix is a live view into the object, so writing to it changes what the next frame draws until the engine recomputes it.

  • index: integer, 1 to getNodeMatrixCount()
  • Returns Matrix4x3|nil, nil when the index is out of range

DynamicObjectBase:getNodeOrientationCount(buffer)

Number of node orientations in one of the object's buffers, 0 when empty.

DynamicObjectBase:getNodeOrientation(index, buffer)

Get one node orientation, in parent-node space. Like the node matrices, it is a live view into the object.

Inherited by