Notes on a Thing's Flags


This section contains the flag verbs that are used to add, remove, and return a thing's flags. Little description for each flag verb is given because most of the information that would be provided does not apply to the verb itself but rather to the class of flags. So read the notes here for the information.

Thing Flags

Every type of object can have Thing Flags. These flags can be set in the object's template with thingflags=0x. Or you can set them through cog with SetThingFlags(). These flags control basic options that pertain to objects in general.

Physics Flags

You can set a thing's Physics Flags in its template with physflags=0x, or you can set them with SetPhysicsFlags(). Physics Flags control how a thing moves in JK's 3d environment.

Type Flags

Most thing types have their own set of typeflags. These are set in a thing's template with typeflags=0x or with cog verbs. Perhaps for readability, LEC made a different cog verb for each type of thing to set the typeflags.

For example, SetExplosionFlags() sets the typeflags of an explosion thing; SetItemFlags() sets the typeflags of an item thing. But all of the verbs that set the typeflags do the same thing. In fact, they can be used interchangeably. SetActorFlags() is going to set the typeflags of the thing regardless of which type of thing it is.

Here's a list of links to the Type Flags in the Flags Section:

Actor Flags
Explosion Flags
Item Flags
Particle Flags
Weapon Flags

Attach Flags

Attach Flags are set when a thing is attached to an object. The base object of the attachment will not have any Attach Flags. Only the attached thing will have these flags. The attached object will have different flags depending on the type of attachment.

For more information on attachments, read the Attachment document in the Thing Action section.