HandItem Definition

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Overview
Inherits

This is extended by some Other Definitions.

Requires an xsi:type attribute:

<HandItem xsi:type="MyObjectBuilder_HandItemDefinition">

Directly used only by AutomaticRifleGun, and inherited by other hand tools.

Basics

PhysicalItemId

<PhysicalItemId>
Type: SerializableDefinitionIdDefault(invalid)
The Id of an item (PhysicalItems.sbc).

The typeId used by vanilla ones is PhysicalGunObject, it is unknown if other types work or cause problems.

Example:
<PhysicalItemId Type="PhysicalGunObject" Subtype="WelderItem" />
Has the same syntax as <Id> but different element name of course.

MuzzlePosition

<MuzzlePosition>
Type: Vector3DefaultX:0 Y:0 Z:0
Depends on the hand item:
  • AutomaticRifleGun: this is the fallback projectile muzzle position if there's muzzle_projectile dummies in the model.
  • Tools: determines where the aiming logic, particle and light effects originate.

ToolMaterial

<ToolMaterial>
Type: StringDefaultGrinder
SubtypeId of a PhysicalMaterial Definition (PhysicalMaterials.sbc).

Visit Collision Effects for more details on what it's used for in general.
Uses the contact properties from the material against the hit object's material.
However, only the following tools use it:

  • Grinder: uses particle and sound (not mass-based).
  • Drill: uses only particle, the material for sound is defined in <ToolSounds>'s Soundset subtype.

ToolSounds

<ToolSounds>
Type: List<ToolSound>Defaultnull
Optional list of sounds, used only by hand tools.

Each <ToolSound> can contain:

type (attribute[1])Type: stringDefaultnull
It's expected to be Main</code in all cases.
subtype (attribute[1])Type: stringDefaultnull
Depending on the tool this controls different sounds:
  • Grinder: This set to Idle sets the sound played when holding down the primary attack.
  • Welder:
    • This set to Weld sets the sound played when holding down the primary attack.
    • This set to Flame sets the sound played when holding down the secondary attack.
  • Drill:
    • This set to Idle sets the sound played when drilling without hitting anything.
    • This set to Soundset expects sound to be set to a physical material's SubtypeId, which then uses the sound from the contact properties when hitting said material with the drill attack.
sound (attribute[1])Type: stringDefaultnull
SubtypeId (without Arc or Real prefix) of an audio definition (Audio_*.sbc). except for a certain subtype, see above.
Example:
<ToolSounds>
  <ToolSound type="Main" subtype="Weld" sound="ToolPlayWeldMetal" />
  <ToolSound type="Main" subtype="Flame" sound="ToolPlayWeldIdle" />
  <!-- ... -->
</ToolSounds>

Handling

ScatterSpeed

<ScatterSpeed>
Type: SingleDefault0
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: Vector3DefaultX:0 Y:0 Z:0
The jiggle direction magnitudes.
Usage:
<ShootScatter>
  <X>0.0</X>
  <Y>0.0</Y>
  <Z>0.0</Z>
</ShootScatter>
X/Y/Z are Right/Up/Back for positive values, and they're in meters.

Movement

AimingSpeedMultiplier

<AimingSpeedMultiplier>
Type: SingleDefault1
Holder's movement speed while aiming down sights. Multiplicative with the other movment types.

SprintSpeedMultiplier

<SprintSpeedMultiplier>
Type: SingleDefault1
Holder's forward sprinting speed multiplier.

RunSpeedMultiplier

<RunSpeedMultiplier>
Type: SingleDefault1
Holder's forward jogging speed multiplier.

BackrunSpeedMultiplier

<BackrunSpeedMultiplier>
Type: SingleDefault1
Holder's backwards jogging speed multiplier.

RunStrafingSpeedMultiplier

<RunStrafingSpeedMultiplier>
Type: SingleDefault1
Holder's sideways jogging speed multiplier.

WalkSpeedMultiplier

<WalkSpeedMultiplier>
Type: SingleDefault1
Holder's forward walking speed multiplier.

BackwalkSpeedMultiplier

<BackwalkSpeedMultiplier>
Type: SingleDefault1
Holder's backwards walking speed multiplier.

WalkStrafingSpeedMultiplier

<WalkStrafingSpeedMultiplier>
Type: SingleDefault1
Holder's sideways walking speed multiplier.

CrouchWalkSpeedMultiplier

<CrouchWalkSpeedMultiplier>
Type: SingleDefault1
Holder's forward crouching speed multiplier.

CrouchBackwalkSpeedMultiplier

<CrouchBackwalkSpeedMultiplier>
Type: SingleDefault1
Holder's backwards crouching speed multiplier.

CrouchStrafingSpeedMultiplier

<CrouchStrafingSpeedMultiplier>
Type: SingleDefault1
Holder's sideways crouching speed multiplier.

Lights

LightColor

<LightColor>
Type: Vector4DefaultX: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>
Where X/Y/Z/W = Red/Green/Blue/Alpha.

LightRadius

<LightRadius>
Type: SingleDefault0
Light radius in meters.

LightFalloff

<LightFalloff>
Type: SingleDefault0
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: SingleDefault0
Light intensity is randomly picked between this and <LightIntensityUpper>, every update (60 times a second).

LightIntensityUpper

<LightIntensityUpper>
Type: SingleDefault0
See <LightIntensityLower>.

LightGlareSize

<LightGlareSize>
Type: SingleDefault0
Size multiplier to the <Flare>, also multiplied by the randomly picked light intensity.

LightGlareIntensity

<LightGlareIntensity>
Type: SingleDefault1
Intensity multiplier to the <Flare>, also multiplied by the randomly picked light intensity.

Animation

WeaponType

<WeaponType>
Type: MyItemWeaponTypeDefaultNone
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:

  • None
  • Rifle
  • Pistol
  • RocketLauncher

ItemPositioning

<ItemPositioning>
Type: MyItemPositioningEnumDefaultTransformFromData
What data to use for the position of the item:
  • TransformFromData - uses the SBC values
  • TransformFromAnim - uses the animation (AnimationController)

ItemPositioning3rd

<ItemPositioning3rd>
Type: MyItemPositioningEnumDefaultTransformFromData
Same as <ItemPositioning> but when seen from the outside.

ItemPositioningIronsight

<ItemPositioningIronsight>
Type: MyItemPositioningEnumDefaultTransformFromData
Same as <ItemPositioning> but when aiming down sights.

ItemPositioningIronsight3rd

<ItemPositioningIronsight3rd>
Type: MyItemPositioningEnumDefaultTransformFromData
Same as <ItemPositioningIronsight> but when seen from the outside.

ItemPositioningShoot

<ItemPositioningShoot>
Type: MyItemPositioningEnumDefaultTransformFromData
Same as <ItemPositioning> but when using the item.

ItemPositioningShoot3rd

<ItemPositioningShoot3rd>
Type: MyItemPositioningEnumDefaultTransformFromData
Same as <ItemPositioningShoot> but when seen from the outside.

ItemPositioningWalk

<ItemPositioningWalk>
Type: MyItemPositioningEnumDefaultTransformFromData
Same as <ItemPositioning> but while moving.

ItemPositioningWalk3rd

<ItemPositioningWalk3rd>
Type: MyItemPositioningEnumDefaultTransformFromData
Same as <ItemPositioningWalk> but when seen from the outside.

ItemPosition

<ItemPosition>
Type: Vector3DefaultX: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>
X/Y/Z are Right/Up/Back for positive values, and they're in meters.

ItemOrientation

<ItemOrientation>
Type: QuaternionDefaultX: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>
You can use quaternions.online (or any other calculator) to get the 4 values from 3 euler angles, but mind that X and Z are flipped (X is roll there, Z is roll in SE).

ItemPosition3rd

<ItemPosition3rd>
Type: Vector3DefaultX:0 Y:0 Z:0
Same as <ItemPosition> but when seen from the outside.

ItemOrientation3rd

<ItemOrientation3rd>
Type: QuaternionDefaultX:0 Y:0 Z:0 W:1
Same as <ItemOrientation> but when seen from the outside.

ItemWalkingPosition

<ItemWalkingPosition>
Type: Vector3DefaultX:0 Y:0 Z:0
Same as <ItemPosition> but while walking.

ItemWalkingOrientation

<ItemWalkingOrientation>
Type: QuaternionDefaultX:0 Y:0 Z:0 W:1
Same as <ItemOrientation> but while walking.

ItemWalkingPosition3rd

<ItemWalkingPosition3rd>
Type: Vector3DefaultX:0 Y:0 Z:0
Same as <ItemWalkingPosition> but when seen from the outside.

ItemWalkingOrientation3rd

<ItemWalkingOrientation3rd>
Type: QuaternionDefaultX:0 Y:0 Z:0 W:1
Same as <ItemWalkingOrientation> but when seen from the outside.

ItemIronsightPosition

<ItemIronsightPosition>
Type: Vector3DefaultX:0 Y:0 Z:0
Same as <ItemPosition> but while aiming down sights.

ItemIronsightOrientation

<ItemIronsightOrientation>
Type: QuaternionDefaultX:0 Y:0 Z:0 W:1
Same as <ItemOrientation> but while aiming down sights.

ItemShootPosition

<ItemShootPosition>
Type: Vector3DefaultX:0 Y:0 Z:0
Same as <ItemPosition> but while shooting or using the tool.

ItemShootOrientation

<ItemShootOrientation>
Type: QuaternionDefaultX:0 Y:0 Z:0 W:1
Same as <ItemOrientation> but while shooting or using the tool.

ItemShootPosition3rd

<ItemShootPosition3rd>
Type: Vector3DefaultX:0 Y:0 Z:0
Same as <ItemShootPosition> but when seen from the outside.

ItemShootOrientation3rd

<ItemShootOrientation3rd>
Type: QuaternionDefaultX:0 Y:0 Z:0 W:1
Same as <ItemShootOrientation> but when seen from the outside.

FingersAnimation

<FingersAnimation>
Type: StringDefaultnull
Optional. Forced lowercase and sent to the AnimationController as an animation event, right after this definition's subtypeId (also forced lowercase).

RightHandPosition

<RightHandPosition>
Type: Vector3DefaultX:0 Y:0 Z:0

RightHandOrientation

<RightHandOrientation>
Type: QuaternionDefaultX:0 Y:0 Z:0 W:1

SimulateRightHandFps

<SimulateRightHandFps>
Type: Nullable<Boolean>Defaultnull
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: BooleanDefaultTrue
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: Vector3DefaultX:0 Y:0 Z:0

LeftHandOrientation

<LeftHandOrientation>
Type: QuaternionDefaultX:0 Y:0 Z:0 W:1

SimulateLeftHandFps

<SimulateLeftHandFps>
Type: Nullable<Boolean>Defaultnull
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: BooleanDefaultTrue
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: SingleDefault0

ShootBlend

<ShootBlend>
Type: SingleDefault0
Used instead of <BlendTime> while shooting or using the tool.

RunMultiplier

<RunMultiplier>
Type: SingleDefault0
Used only in first person view.
Item bobbing multiplier (on all axis) while jogging.

XAmplitudeScale

<XAmplitudeScale>
Type: SingleDefault0
Multiplies the weapon bobbing on this specified axis when viewing in first person.

YAmplitudeScale

<YAmplitudeScale>
Type: SingleDefault0
See <XAmplitudeScale>.

ZAmplitudeScale

<ZAmplitudeScale>
Type: SingleDefault0
See <XAmplitudeScale>.

AmplitudeMultiplier3rd

<AmplitudeMultiplier3rd>
Type: SingleDefault0
Used instead of <XAmplitudeScale> when in 3rd person.

ShakeAmountNoTarget

<ShakeAmountNoTarget>
Type: SingleDefault0
Possibly not used.

ShakeAmountTarget

<ShakeAmountTarget>
Type: SingleDefault0
Possibly not used.

(Top) | From DefinitionBase:

Common

Id

<Id>
Type: SerializableDefinitionIdDefault(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.

<TypeId>Type: stringDefault(invalid)
Must be an existing type with or without the "MyObjectBuilder_" prefix.

Some types require an xsi:type, refer to the vanilla files for the exact pairing.

TypeId vs xsi:type
<SubtypeId>Type: stringDefault(empty)
This can be invented and only needs to be unique per TypeId.

Vanilla game re-uses some subtypes over multiple types (e.g. Iron is used for Ore type and Ingot type).

An empty value is also a valid subtype (which vanilla also uses on at least 5 blocks).
Type (attribute[1])Type: stringDefault(invalid)
Same behavior as <TypeId>, do not define both.
Subtype (attribute[1])Type: stringDefault(empty)
Same behavior as <SubtypeId>, do not define both.
Example:
<Id>
  <TypeId>CubeBlock</TypeId>
  <SubtypeId>FancyTable</SubtypeId>
</Id>

Because it has attribute alternatives it can also be declared as:

<Id Type="CubeBlock" Subtype="FancyTable" />

DisplayName

<DisplayName>
Type: StringDefaultnull
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.
If the text contains DisplayName_ then:

Description

<Description>
Type: StringDefaultnull
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.
If the text contains Description_ then:

If the final text (plain, localized or variable-replaced) contains {0}, {1}, etc, then they will replaced by kb&m control binds defined in <DescriptionArgs>.

DescriptionArgs

<DescriptionArgs>
Type: StringDefaultnull
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.

The control IDs can be found in your %appdata%/SpaceEngineers/SpaceEngineers.cfg at the ControlsButtons section.

Icon

<Icon>
Type: String[]Defaultnull
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
  • Working: Blocks, BlockVariantGroups and component items seen in G-menu, BlockInfo (HUD right side) and toolbars; Blueprints in terminal production tab; Blocks and PhysicalItems in gamepad HUD.
  • Partial: Blocks seen in terminal.
  • Not working: HandItems (uses PhysicalItem's icon instead); Blocks and BlockVariantGroups seen in build planner, radial menu and some economy GUIs; PhysicalItems in economy GUIs and stores; Prefabs in stores; BlueprintClass (tabs) in terminal production tab; BankingSystemDefinition (Game\BankingSystem.sbc); Emotes (both kinds of definitions) in gamepad HUD; Block skins; RespawnShips.
  • Special cases: Economy contracts, FactionIcons Definition.

DLC

<DLC>
Type: String[]Defaultnull
Optional. The DLC subtypeId that this definition will require.

For the IDs, refer to <SE>\Content\Data\Game\DLCs.sbc.
Can be declared multiple times to require multiple DLCs.

Most definition types won't check for this, the ones that do: blocks, emotes and possibly anything else that can be placed in the toolbar.

AvailableInSurvival

<AvailableInSurvival>
Type: BooleanDefaulttrue
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:

Public

<Public>
Type: BooleanDefaulttrue
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.

Enabled

Enabled (attribute[1])
Type: BooleanDefaulttrue
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 <DisplayName> is.

The opening node can have a different name for other definitions, some examples <Component>, <Blueprint>, etc.

xsi:type

xsi:type (attribute[1])
Type: stringDefaultnull

Name of an object that this definition will be deserialized as.
Sometimes required, depends on the definition. The wiki page for any given definition will mention at the top what xsi:type it requires, if any. The game's sbc files are also a reference on what xsi:types are required for a given definition.

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 <MinPlanetaryInfluence>) that no other block definitions have.

For more details on how this relates to the TypeId, and usage examples, see: Things to know about SBC - TypeId vs xsi:type.

Obsolete Elements

Elements that exist in the game code or vanilla SBC, but do nothing

Note: this list only contains root-level from this definition only, nothing from inherited ones.

<XAmplitudeOffset>Type: SingleDefault0
Not used.
<YAmplitudeOffset>Type: SingleDefault0
Not used.
<ZAmplitudeOffset>Type: SingleDefault0
Not used.

Other Definitions

Definitions inheriting from this: