Quote: "Looks like you have lots of properties you can set for your objects, thats good!"
Yup, here is the reference file I made for all of the scripting commands so far:
[#]
(# must be first, but after that order doesn't matter)
name=[string:file and folder name]
category=[string: path under section]
section=[string: folder under models]
isMoveable=[1=yes 0=no: can be picked up and moved by player]
animSpeed=[int: animation speed of object]
doorMarkerX=[float: x position of door marker]
doorMarkery=[float: y position of door marker]
doorMarkerz=[float: z position of door marker]
icon=[int: icon #]
scale=[float: object % scale]
defaultQuantity=[float: default amount of item]
mass=[float: mass of object, affects how much inventory holds]
offset=[float: y position offset when held]
kind=[string: crafting category]
isSaleable=[1=yes 0=no: can be bought and sold]
isComponent=[1=yes 0=no: is a component of another craft (ie: chain)]
isFood=[1=yes 0=no: is the item food]
isSitable=[1=yes 0=no: can the object be sat on]
noAIPath=[1=yes 0=no: turns off pathfinding detection for object so NPC's will ignore it]
isWritable=[1=yes 0=no: can the player write on the object]
isEquippable=[1=yes 0=no: can the player equip their object]
equippedDist=[int: distance the object will be from player when equipped]
equippedRotateX=[float: x angle of the object when equipped]
equippedRotatey=[float: y angle of the object when equipped]
equippedRotatez=[float: z angle of the object when equipped]
swingAction=["jab"=object goes forward and back on mousclick, "swing"=object swings down and back up on mouseclick]
resourceType=[int: objtype # that can be harvested from this objtype (ie:plants, trees, minerals)]
isPlant=[1=yes, 0=no: is the objtype a plant]
isTree=[1=yes, 0=no: is the objtype a tree]
cost=[int: cost in penny's]
shipSpeed=[float: ship's speed]
shipTurning=[float: ship's turning speed]
shipAccel=[float: ship's acceleration]
ambient=[1=yes, 0=no: turns off the ambient lighting for the object]
weaponDamageHead=[float: damage weapon does to head]
weaponDamageTorso=[float: damage weapon does to torso]
weaponDamageLeg=[float: damage weapon does to leg]
isBladeWeapon=[1=yes, 0=no: if the objtype is a blade weapon]
isGunWeapon=[1=yes, 0=no: if the objtype is a gun weapon]
weaponFireSound=[int: sound # of the gun firing sound]
isMineral=[1=yes, 0=no: if the objtype is a mineral that can be mined]
numLeaves=[int: number of leaf limbs]
isOre=[1=yes, 0=no: if the objtype is an ore from a mineral]
isLimb=[1=yes, 0=no: if the objtype is a collision limb of an NPC]
transparency=[int: transparency setting for trees, recommend trying 5 and 4]
startRotateX=[float: x angle of the object to reorient to]
startRotatey=[float: y angle of the object to reorient to]
startRotatez=[float: z angle of the object to reorient to]
isLiquidContainer=[1=yes, 0=no: if objtype can hold liquid]
transparency=[int: transparency level of the object]
noPlayerCollision=[1=yes, 0=no: if player doesn't collide with object]
interior=[int: objtype of the interior version of a building]
[end with ~]
I've fixed all of the bugs that I found while making the last video, so now it's just a matter of if I decide to take the time to make the video tonight or tomorrow and if I encounter any other bugs while making it.