Usage:
GeometryTemplate.HasDynamicShadow
boolean
Argument values:
argument 1: | 0, 1; most commonly 1 |
Description: If set to true (1), this object will cast a shadow that will change as the object moves, or if it is destroyed. The model must have a shadow mesh for this computation. Shadows from buildings, trees, and other static objects are usually "baked on" to the terrain map, so this property is false (0 - the default) for them. Normally this property is set for the large parts of an object, e.g. for the fuselage of a plane but no other plane objects. This is done to save on computation during the game.
Used in object types (and how often in each type): AnimatedMesh (10%), StandardMesh (10%)
Used in a total of 166 .con files: Geometries.con
Parent directories of these .con files: objects/Vehicles, objects/Soldiers, objects/HandWeapons, Bf1942/Levels
Example: (from objects/Vehicles/Air/WasserfallRocket/Geometries.con)
GeometryTemplate.Create StandardMesh WasserfallRocket_hull_m1
GeometryTemplate.File Wasserfall_fly_m1
GeometryTemplate.HasDynamicShadow 1
rem *** This object was scaled up to fool the physics engine, here it is scaled down to make it look right ***
GeometryTemplate.Scale 0.3/1/1
GeometryTemplate.SetLodDistance 0 0
GeometryTemplate.SetLodDistance 1 50
GeometryTemplate.SetLodDistance 2 100
GeometryTemplate.SetLodDistance 3 200
GeometryTemplate.SetLodDistance 4 400
GeometryTemplate.SetLodDistance 5 800
Go to the GeometryTemplate properties list page, GeometryTemplate page, All Properties list, or Main scripting page.