elevation_core
The core element attached to the turf itself. Do not use this directly!
Causes mobs walking over a turf with this element to be pixel shifted vertically by the pixel_shift amount. Because of the way it's structured, it should only be added through the elevation element (without the core suffix).
To explain: in the case of multiple objects with (different instances of) the element being stacked on one turf somehow, we only want that with the highest pixel shift value to apply it to the turf, so that the mobs standing on top of it all doesn't look like it's floating off the pile.
Vars | |
pixel_shift | The amount of pixel_z applied to the mob standing on the turf. |
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Procs | |
on_set_buckled | If the mob is buckled or unbuckled to/from a vehicle, shift it up/down . Null the pixel shift if the mob is buckled to something different that's not a mob or vehicle |
Var Details
pixel_shift
The amount of pixel_z applied to the mob standing on the turf.
Proc Details
on_set_buckled
If the mob is buckled or unbuckled to/from a vehicle, shift it up/down . Null the pixel shift if the mob is buckled to something different that's not a mob or vehicle
The reason is that it's more important for a mob to look like they're actually buckled to a bed or something anchored to the floor than atop of whatever else is on the same turf.