Components
All the dirty detes on components as we discover them. WIP.
Equipment/Hair
entGarmentSkinnedMeshComponent
Can be used interchangeably with entSkinnedMeshComponent
.
Loads a mesh from a depotPath.
Supports chunkMask.
meshAppearance will select an appearance by name from the mesh's defined appearances.
entSkinnedMeshComponent
=> entGarmentSkinnedMeshComponent
entSkinnedClothComponent
Like ent(Garment)SkinnedMeshComponent, but with a physicalMesh
and physics. Usually comes together with an entAnimatedComponent (they're usually named collar
for clothes and dangle
for hair and accessories).
entAnimatedComponent
Adds physics to garments and hair meshes.
NPCs
gameDismembermentComponent
Defines dismemberment rules for NPCs. (TBD: ???)
Generic
gameInteractionComponent
Adds interaction prompt to entity. (Shouldn't work without gameTargetingComponent, but this hasn't been double-checked.)
entColliderComponent
gameTargetingComponent
Allows targeting via CET.
gameScanningComponent
Properties
A list of component properties with explanations.
chunkMask
Only used for meshes: Determines which parts of a mesh will be displayed or hidden. Numeric indices correspond with the submeshes by index.

depotPath
Relative path to a resource within the game files. Used to load dependencies — meshes, rigs, animations, effects.
Last updated