AngleGrinder Definition
Requires an xsi:type attribute:
<HandItem xsi:type="MyObjectBuilder_AngleGrinderDefinition">
Definition for the angle grinder hand item.
Elements
(Nothing)
(Top) | From EngineerToolBase Definition:
DistanceMultiplier<DistanceMultiplier> | Type: Single | Default: 1 |
| Multiplies the base 0.35m mining radius of drills, or the base 2m reach of welders and grinders. Does nothing for other hand items. | ||
SpeedMultiplier<SpeedMultiplier> | Type: Single | Default: 1 |
| Multiplies speed of welder and grinder. Does nothing for other hand items. | ||
Flare<Flare> | Type: String | Default: Welder |
The flare <SubtypeId> (from flares.sbc) used in the tool lights. | ||
(Top) | From HandItem Definition:
Basics
PhysicalItemId<PhysicalItemId> | Type: SerializableDefinitionId | Default: (invalid) | ||||||||||||||||||
| The Id of an item (PhysicalItems.sbc). The typeId used by vanilla ones is <PhysicalItemId Type="PhysicalGunObject" Subtype="WelderItem" />
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MuzzlePosition<MuzzlePosition> | Type: Vector3 | Default: X:0 Y:0 Z:0 | ||||||||||||||||||
Depends on the hand item:
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ToolMaterial<ToolMaterial> | Type: String | Default: Grinder | ||||||||||||||||||
SubtypeId of a PhysicalMaterial Definition (PhysicalMaterials.sbc).
Visit Collision Effects for more details on what it's used for in general.
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ToolSounds<ToolSounds> | Type: List<ToolSound> | Default: null | ||||||||||||||||||
| Optional list of sounds, used only by hand tools.
Each
<ToolSounds>
<ToolSound type="Main" subtype="Weld" sound="ToolPlayWeldMetal" />
<ToolSound type="Main" subtype="Flame" sound="ToolPlayWeldIdle" />
<!-- ... -->
</ToolSounds>
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Handling
ScatterSpeed<ScatterSpeed> | Type: Single | Default: 0 |
| Item model is randomly jiggled while shooting, this affects how frequently it changes directions. This animation is disabled if set to 0 or lower. | ||
ShootScatter<ShootScatter> | Type: Vector3 | Default: X:0 Y:0 Z:0 |
| The jiggle direction magnitudes. Usage: <ShootScatter>
<X>0.0</X>
<Y>0.0</Y>
<Z>0.0</Z>
</ShootScatter>
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Movement
AimingSpeedMultiplier<AimingSpeedMultiplier> | Type: Single | Default: 1 |
| Holder's movement speed while aiming down sights. Multiplicative with the other movment types. | ||
SprintSpeedMultiplier<SprintSpeedMultiplier> | Type: Single | Default: 1 |
| Holder's forward sprinting speed multiplier. | ||
RunSpeedMultiplier<RunSpeedMultiplier> | Type: Single | Default: 1 |
| Holder's forward jogging speed multiplier. | ||
BackrunSpeedMultiplier<BackrunSpeedMultiplier> | Type: Single | Default: 1 |
| Holder's backwards jogging speed multiplier. | ||
RunStrafingSpeedMultiplier<RunStrafingSpeedMultiplier> | Type: Single | Default: 1 |
| Holder's sideways jogging speed multiplier. | ||
WalkSpeedMultiplier<WalkSpeedMultiplier> | Type: Single | Default: 1 |
| Holder's forward walking speed multiplier. | ||
BackwalkSpeedMultiplier<BackwalkSpeedMultiplier> | Type: Single | Default: 1 |
| Holder's backwards walking speed multiplier. | ||
WalkStrafingSpeedMultiplier<WalkStrafingSpeedMultiplier> | Type: Single | Default: 1 |
| Holder's sideways walking speed multiplier. | ||
CrouchWalkSpeedMultiplier<CrouchWalkSpeedMultiplier> | Type: Single | Default: 1 |
| Holder's forward crouching speed multiplier. | ||
CrouchBackwalkSpeedMultiplier<CrouchBackwalkSpeedMultiplier> | Type: Single | Default: 1 |
| Holder's backwards crouching speed multiplier. | ||
CrouchStrafingSpeedMultiplier<CrouchStrafingSpeedMultiplier> | Type: Single | Default: 1 |
| Holder's sideways crouching speed multiplier. | ||
Lights
LightColor<LightColor> | Type: Vector4 | Default: X:0 Y:0 Z:0 W:0 |
Usage: <LightColor>
<X>0.5</X>
<Y>0.2</Y>
<Z>1.0</Z>
<W>0.25</W>
</LightColor>
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LightRadius<LightRadius> | Type: Single | Default: 0 |
| Light radius in meters. | ||
LightFalloff<LightFalloff> | Type: Single | Default: 0 |
| Affects how light fades out from its source towards its max radius. 1 is linear, 2 is quadratic, can be anywhere in-between or beyond too. | ||
LightIntensityLower<LightIntensityLower> | Type: Single | Default: 0 |
| Light intensity is randomly picked between this and <LightIntensityUpper>, every update (60 times a second). | ||
LightIntensityUpper<LightIntensityUpper> | Type: Single | Default: 0 |
| See <LightIntensityLower>. | ||
LightGlareSize<LightGlareSize> | Type: Single | Default: 0 |
| Size multiplier to the <Flare>, also multiplied by the randomly picked light intensity. | ||
LightGlareIntensity<LightGlareIntensity> | Type: Single | Default: 1 |
| Intensity multiplier to the <Flare>, also multiplied by the randomly picked light intensity. | ||
Animation
WeaponType<WeaponType> | Type: MyItemWeaponType | Default: None |
| When equipped, the value of this (forced lowercase) is set as a variable in the AnimationController, its value will be 1 when equipped and 0 when unequipped. Available values:
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ItemPositioning<ItemPositioning> | Type: MyItemPositioningEnum | Default: TransformFromData |
What data to use for the position of the item:
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ItemPositioning3rd<ItemPositioning3rd> | Type: MyItemPositioningEnum | Default: TransformFromData |
| Same as <ItemPositioning> but when seen from the outside. | ||
ItemPositioningIronsight<ItemPositioningIronsight> | Type: MyItemPositioningEnum | Default: TransformFromData |
| Same as <ItemPositioning> but when aiming down sights. | ||
ItemPositioningIronsight3rd<ItemPositioningIronsight3rd> | Type: MyItemPositioningEnum | Default: TransformFromData |
| Same as <ItemPositioningIronsight> but when seen from the outside. | ||
ItemPositioningShoot<ItemPositioningShoot> | Type: MyItemPositioningEnum | Default: TransformFromData |
| Same as <ItemPositioning> but when using the item. | ||
ItemPositioningShoot3rd<ItemPositioningShoot3rd> | Type: MyItemPositioningEnum | Default: TransformFromData |
| Same as <ItemPositioningShoot> but when seen from the outside. | ||
ItemPositioningWalk<ItemPositioningWalk> | Type: MyItemPositioningEnum | Default: TransformFromData |
| Same as <ItemPositioning> but while moving. | ||
ItemPositioningWalk3rd<ItemPositioningWalk3rd> | Type: MyItemPositioningEnum | Default: TransformFromData |
| Same as <ItemPositioningWalk> but when seen from the outside. | ||
ItemPosition<ItemPosition> | Type: Vector3 | Default: X:0 Y:0 Z:0 |
| Position of the hand item. Usage: <ItemPosition>
<X>0.0</X>
<Y>0.0</Y>
<Z>0.0</Z>
</ItemPosition>
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ItemOrientation<ItemOrientation> | Type: Quaternion | Default: X:0 Y:0 Z:0 W:1 |
| Orientation of the hand item. Usage: <ItemOrientation>
<X>0.0</X>
<Y>0.0</Y>
<Z>0.0</Z>
<W>1.0</W>
</ItemOrientation>
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ItemPosition3rd<ItemPosition3rd> | Type: Vector3 | Default: X:0 Y:0 Z:0 |
| Same as <ItemPosition> but when seen from the outside. | ||
ItemOrientation3rd<ItemOrientation3rd> | Type: Quaternion | Default: X:0 Y:0 Z:0 W:1 |
| Same as <ItemOrientation> but when seen from the outside. | ||
ItemWalkingPosition<ItemWalkingPosition> | Type: Vector3 | Default: X:0 Y:0 Z:0 |
| Same as <ItemPosition> but while walking. | ||
ItemWalkingOrientation<ItemWalkingOrientation> | Type: Quaternion | Default: X:0 Y:0 Z:0 W:1 |
| Same as <ItemOrientation> but while walking. | ||
ItemWalkingPosition3rd<ItemWalkingPosition3rd> | Type: Vector3 | Default: X:0 Y:0 Z:0 |
| Same as <ItemWalkingPosition> but when seen from the outside. | ||
ItemWalkingOrientation3rd<ItemWalkingOrientation3rd> | Type: Quaternion | Default: X:0 Y:0 Z:0 W:1 |
| Same as <ItemWalkingOrientation> but when seen from the outside. | ||
ItemIronsightPosition<ItemIronsightPosition> | Type: Vector3 | Default: X:0 Y:0 Z:0 |
| Same as <ItemPosition> but while aiming down sights. | ||
ItemIronsightOrientation<ItemIronsightOrientation> | Type: Quaternion | Default: X:0 Y:0 Z:0 W:1 |
| Same as <ItemOrientation> but while aiming down sights. | ||
ItemShootPosition<ItemShootPosition> | Type: Vector3 | Default: X:0 Y:0 Z:0 |
| Same as <ItemPosition> but while shooting or using the tool. | ||
ItemShootOrientation<ItemShootOrientation> | Type: Quaternion | Default: X:0 Y:0 Z:0 W:1 |
| Same as <ItemOrientation> but while shooting or using the tool. | ||
ItemShootPosition3rd<ItemShootPosition3rd> | Type: Vector3 | Default: X:0 Y:0 Z:0 |
| Same as <ItemShootPosition> but when seen from the outside. | ||
ItemShootOrientation3rd<ItemShootOrientation3rd> | Type: Quaternion | Default: X:0 Y:0 Z:0 W:1 |
| Same as <ItemShootOrientation> but when seen from the outside. | ||
FingersAnimation<FingersAnimation> | Type: String | Default: null |
| Optional. Forced lowercase and sent to the AnimationController as an animation event, right after this definition's subtypeId (also forced lowercase). | ||
RightHandPosition<RightHandPosition> | Type: Vector3 | Default: X:0 Y:0 Z:0 |
RightHandOrientation<RightHandOrientation> | Type: Quaternion | Default: X:0 Y:0 Z:0 W:1 |
SimulateRightHandFps<SimulateRightHandFps> | Type: Nullable<Boolean> | Default: null |
| Whether the right hand is free to drift using inverse-kinematics, used when controlling the character and in first person view. If undefined or set to null, it will use <SimulateRightHand>'s value. | ||
SimulateRightHand<SimulateRightHand> | Type: Boolean | Default: True |
| Whether the right hand is free to drift using inverse-kinematics, used when character is seen from the outside (by yourself or others). | ||
LeftHandPosition<LeftHandPosition> | Type: Vector3 | Default: X:0 Y:0 Z:0 |
LeftHandOrientation<LeftHandOrientation> | Type: Quaternion | Default: X:0 Y:0 Z:0 W:1 |
SimulateLeftHandFps<SimulateLeftHandFps> | Type: Nullable<Boolean> | Default: null |
| Whether the left hand is free to drift using inverse-kinematics, used when controlling the character and in first person view. If undefined or set to null, it will use <SimulateLeftHand>'s value. | ||
SimulateLeftHand<SimulateLeftHand> | Type: Boolean | Default: True |
| Whether the left hand is free to drift using inverse-kinematics, used when character is seen from the outside (by yourself or others). | ||
Bobbing
BlendTime<BlendTime> | Type: Single | Default: 0 |
ShootBlend<ShootBlend> | Type: Single | Default: 0 |
| Used instead of <BlendTime> while shooting or using the tool. | ||
RunMultiplier<RunMultiplier> | Type: Single | Default: 0 |
| Used only in first person view. Item bobbing multiplier (on all axis) while jogging. | ||
XAmplitudeScale<XAmplitudeScale> | Type: Single | Default: 0 |
| Multiplies the weapon bobbing on this specified axis when viewing in first person. | ||
YAmplitudeScale<YAmplitudeScale> | Type: Single | Default: 0 |
| See <XAmplitudeScale>. | ||
ZAmplitudeScale<ZAmplitudeScale> | Type: Single | Default: 0 |
| See <XAmplitudeScale>. | ||
AmplitudeMultiplier3rd<AmplitudeMultiplier3rd> | Type: Single | Default: 0 |
| Used instead of <XAmplitudeScale> when in 3rd person. | ||
ShakeAmountNoTarget<ShakeAmountNoTarget> | Type: Single | Default: 0 |
| Possibly not used. | ||
ShakeAmountTarget<ShakeAmountTarget> | Type: Single | Default: 0 |
| Possibly not used. | ||
(Top) | From DefinitionBase:
Common
Id<Id> | Type: SerializableDefinitionId | Default: (invalid) | ||||||||||||||||||||||||
| The type and subtype combined make up a unique identifier for this definition. If two definitions use the same Type+Subtype (Subtypes are only unique per Type), then the last to load will override the first one(s). For more details see Things to know about SBC.
<Id>
<TypeId>CubeBlock</TypeId>
<SubtypeId>FancyTable</SubtypeId>
</Id>
Because it has attribute alternatives it can also be declared as: <Id Type="CubeBlock" Subtype="FancyTable" />
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DisplayName<DisplayName> | Type: String | Default: null | ||||||||||||||||||||||||
| If the object defined here is visible anywhere in the game GUI, this would be the name shown for it. In cases where it is used, it is very much required. Can be plain-text.
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Description<Description> | Type: String | Default: null | ||||||||||||||||||||||||
| Optional. If the object defined here is shown with a description in the game GUI (Hotbar/G-menu, HUD, etc) then this is the place to write it. Can be plain-text.
{0}, {1}, etc, then they will replaced by kb&m control binds defined in <DescriptionArgs>. | ||||||||||||||||||||||||||
DescriptionArgs<DescriptionArgs> | Type: String | Default: null | ||||||||||||||||||||||||
Optional. A comma-separated list of control IDs which are referenced in <Description> by {number} tags, which then get replaced by the keyboard or mouse bind that the viewer has for those controls.Example: <Description>Press {0} to fire, {1} to change color, {2} to interact.</description>
<DescriptionArgs>PRIMARY_TOOL_ACTION,CUBE_COLOR_CHANGE,USE</DescriptionArgs>
And each player will see their current binds for those actions. | ||||||||||||||||||||||||||
Icon<Icon> | Type: String[] | Default: null | ||||||||||||||||||||||||
| Icon(s) for the definition which may or may not be used depending on the definition type. Path to a .dds or .png file relative to current mod's folder. Falls back to game folder if not found in current mod.
Referencing assets in other mods Can be declared multiple times which will stack icons on top of eachother, however it will not work for all definitions. Known definitions to work or not work with multiple icons
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DLC<DLC> | Type: String[] | Default: null | ||||||||||||||||||||||||
| Optional. The DLC subtypeId that this definition will require. For the IDs, refer to <SE>\Content\Data\Game\DLCs.sbc. | ||||||||||||||||||||||||||
AvailableInSurvival<AvailableInSurvival> | Type: Boolean | Default: true | ||||||||||||||||||||||||
| Depends on the definition if it uses this, and if it does then this determines whether it can be accessible in survival game mode.
Currently known definitions that do use this:
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Public<Public> | Type: Boolean | Default: true | ||||||||||||||||||||||||
| If the definition is visible or accessible in some cases. For blocks, this only hides them and they can still be built using projectors and other means. | ||||||||||||||||||||||||||
EnabledEnabled (attribute[1]) | Type: Boolean | Default: true | ||||||||||||||||||||||||
If set to false it will remove the definition after it's been loaded.Example usage: <Definition Enabled="false">
The "Definition" above is the opening element that for the entire definition, not an inner node like <Component>, <Blueprint>, etc. | ||||||||||||||||||||||||||
xsi:typexsi:type (attribute[1]) | Type: string | Default: null | ||||||||||||||||||||||||
Name of an object that this definition will be deserialized as. This attribute is available on all elements and comes from the XML specification. This game relies on this attribute to change which sub-definition object is used to deserialize that element's contents. It's what allows, for example, a thruster to have unique elements (such as For more details on how this relates to the TypeId, and usage examples, see: Things to know about SBC - TypeId vs xsi:type. | ||||||||||||||||||||||||||