WallLayer = Opaque | Impassable | HighImpassable | MidImpassable | LowImpassable | BulletImpassable | InteractImpassable,
GlassLayer = Impassable | HighImpassable | MidImpassable | LowImpassable | BulletImpassable | InteractImpassable,
HalfWallLayer = MidImpassable | LowImpassable,
+ // Allows people to interact past and target players inside of this
+ SpecialWallLayer = Opaque | HighImpassable | MidImpassable | LowImpassable | BulletImpassable,
// Statue, monument, airlock, window
FullTileMask = Impassable | HighImpassable | MidImpassable | LowImpassable | InteractImpassable,
id: WallForce
name: force wall
components:
- - type: TimedDespawn
- lifetime: 12
- - type: Tag
- tags:
- - Wall
- - type: Physics
- bodyType: Static
- - type: Fixtures
- fixtures:
- fix1:
- shape:
- !type:PhysShapeAabb
- bounds: "-0.5,-0.5,0.5,0.5"
- mask:
- - FullTileMask
- layer:
- - WallLayer
- - type: Airtight
- - type: Sprite
- sprite: Structures/Magic/forcewall.rsi
- state: forcewall
- - type: Icon
- sprite: Structures/Magic/forcewall.rsi
- state: forcewall
+ - type: TimedDespawn
+ lifetime: 10
+ - type: Tag
+ tags:
+ - Wall
+ - type: Physics
+ bodyType: Static
+ - type: Fixtures
+ fixtures:
+ fix1:
+ shape:
+ !type:PhysShapeAabb
+ bounds: "-0.5,-0.5,0.5,0.5"
+ mask:
+ - SpecialWallLayer
+ layer:
+ - SpecialWallLayer
+ - type: Airtight
+ - type: Sprite
+ sprite: Structures/Magic/forcewall.rsi
+ state: forcewall
+ - type: Icon
+ sprite: Structures/Magic/forcewall.rsi
+ state: forcewall
- type: entity
parent: BaseWall