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- Placement flags
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#1
20th Dec 2014 at 8:38 PM
Last edited by plasticbox : 20th Dec 2014 at 10:21 PM.
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Placement flags
So I've been poking at the placement flags on various occasions now, here's what I learned by now:This is one entry labeled "PlacementFlags" in the COBJ, I've only seen the last four digits being used so far.
- 0x00001000 -- multi-placement (i.e. when selecting this object, the game will automatically keep it selected until the user picks something else); e.g. in counters, curtains
- 0x00000100 -- will stay up when the wall drops (for wall attachments), e.g. mirrors (and the no-drop cabinets I made)
- 0x00000002 -- fixed height (for wall attachments), e.g. mirrors
- 0x00000006 -- variable height (for wall attachments), e.g. windowboxes, wall lights
- 0x00000008 -- ceiling lights (I guess it means: stick this to the ceiling)
- 0x0000000E -- not sure; used in cabinets .. maybe it means something like "glued to walls OR ceilings"
Which slots an object will use depends on Unk03, not the placement flag (0x01 = small (shelves), 0x02 = medium (e.g. on side tables), 0x03 = large (e.g. on end tables)).
Quote:
class PlacementFlags(enum.IntFlags, export=False): __qualname__ = 'PlacementFlags' CENTER_ON_WALL = 1 EDGE_AGAINST_WALL = 2 ADJUST_HEIGHT_ON_WALL = 4 CEILING = 8 IMMOVABLE_BY_USER = 16 DIAGONAL = 32 ROOF = 64 REQUIRES_FENCE = 128 SHOW_OBJ_IF_WALL_DOWN = 256 SLOTTED_TO_FENCE = 512 REQUIRES_SLOT = 1024 ALLOWED_ON_SLOPE = 2048 REPEAT_PLACEMENT = 4096 NON_DELETEABLE = 8192 NON_INVENTORYABLE = 16384 NON_ABANDONABLE = 32768 REQUIRES_TERRAIN = 65536 ENCOURAGE_INDOOR = 131072 ENCOURAGE_OUTDOOR = 262144 NON_DELETABLE_BY_USER = 524288 NON_INVENTORYABLE_BY_USER = 1048576 REQUIRES_WATER_SURFACE = 2097152 ALLOWED_IN_FOUNTAIN = 4194304 GROUNDED_AGAINST_WALL = 8388608 NOT_BLUEPRINTABLE = 16777216 IS_HUMAN = 33554432 ALLOWED_ON_WATER_SURFACE = 67108864 ALLOWED_IN_POOL = 134217728 ON_WALL_TOP = 268435456 REQUIRES_WALL = CENTER_ON_WALL | EDGE_AGAINST_WALL WALL_GRAPH_PLACEMENT = REQUIRES_WALL | REQUIRES_FENCE SNAP_TO_WALL = REQUIRES_WALL | ADJUST_HEIGHT_ON_WALL |
So that would be the complete info.
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