HoldObject Property

Usage:
   ObjectTemplate.HoldObject boolean

Argument values:

argument 1:    1; most commonly 1

Description: Used by battleships, carriers, and destroyers. Determines whether the object spawned by an ObjectSpawner is 'held' to the root object or is detached/independent.

Examples:
Landing craft attached to ships.
Planes positioned on carrier runway.

Attachment position is determined by the ObjectSpawner position. Spawned object ceases to be attached once it moves under its own power. Spawned objects require an Engine to be attachable.

HoldObject can also work through a chain of non-Engine objects. For example:

PlayerControlObject -> Bundle (via AddArmorEffect) -> Spring -> Bundle -> ObjectSpawner

A held object will try to stay at the ObjectSpawner position at all times but will be released if the object chain to the root object is broken for some reason. Examples of object chain breakages that would release a held object:

Root PlayerControlObject is destroyed (e.g. the carrier sinks)
PCO's AddArmorEffect is overridden with another

Related properties: Distance, MaxSpawnDelay, MinSpawnDelay, SetObjectTemplate, SpawnOffset, Team

Used in object types (and how often in each type): ObjectSpawner (1%)

Used in a total of 8 .con files: Objects.con

Parent directories of these .con files: objects/Vehicles, Bf1942/Levels

Example: (from objects/Vehicles/Sea/Enterprise/Objects.con)
   rem *** Enterprise_corsairSpawner ***
   ObjectTemplate.Create ObjectSpawner Enterprise_corsairSpawner
   ObjectTemplate.SetObjectTemplate 1 corsair
   ObjectTemplate.SetObjectTemplate 2 corsair
   ObjectTemplate.MinSpawnDelay 20
   ObjectTemplate.MaxSpawnDelay 40
   ObjectTemplate.TimeToLive 120
   ObjectTemplate.Distance 200
   ObjectTemplate.SpawnOffset 0/0/0
   ObjectTemplate.HoldObject 1
   ObjectTemplate.Team 1


Go to the ObjectTemplate properties list page, ObjectTemplate page, All Properties list, or Main scripting page.