====== Create an Object ====== Creating objects fills the world of Horizons to make the story worth telling. Objects can be quick-spawned using an Action or created using the full Create an Object menu inside the Objects and [[modding:encounters|Encounters]] menus at both the [[modding:modules|Module]] and [[modding:missions|Mission]] level. The Create an Object menu has seven sections along the sidebar of the popup: General, Location, Cargo, Hardpoints, [[modding:dialog|Dialog]], [[modding:tasks|Tasks]], and [[modding:properties|Properties]]. ===== General ===== ^ Name ^ Description ^ | Name | The ship name. | | Description | Is displayed only for the GM in the GM screen. | | Designation | The ship's hull number. | | [[modding:factions|Faction]] | The ship's faction alignment. None will make the ship show as neutral. | | Class | The ship class, which affects the 3D model and base component setup. | | Tags | These tags are alternative references to the object. Names must be unique but tags can be shared by multiple objects. | | Crew | This sets the number of crew that appears when the player scans the object. | | Broadcasting? | If checked, the ship and its scan details will appear without the need to scan the object. | | Invincible? | Check this box to prevent the ship from being damaged/destroyed. | | Log Activity? | If the game is in Debug mode, the activity of this object will be logged in the GM Screen. | ===== Location ===== ^ Name ^ Description ^ | Planet | The planet around which the object will spawn. | | Position | The x, y, z [[modding:spacial-coordiantes|coordinates]] where the object will spawn in the specified planetary system. | | Orientation | The direction the ship will be facing when it spawns. | ===== Add Cargo ===== ^ Name ^ Description ^ | Type | The [[modding:commodities|commodity]], [[modding:ordinance|ordinance]], or [[modding:components|component]] that should be added to the Object's cargo hold. | | Value | The quantity of the cargo that is being added to the cargo hold. | ===== Hard Points ===== Hard Points are where ship's [[modding:components|components]] are installed. ^ Name ^ Description ^ | Hard Point | The hardpoint on the ship 3D model where the component is mounted. | | Type | The type of component to attach to the hardpoint. | | Value | The string value that pairs with the type above. | ===== Dialog ===== [[modding:dialog|Dialog]] added directly onto an object will override the comms options of that ship. If the Dialog Groups use the same name, Dialog Groups at the Object level will override Dialog Groups at the Module level. //For more information, see the article on [[modding:dialog|Dialog Trees]].// ===== Tasks ===== Object tasks are orders that are executed in the order that they are assigned. ^ Name ^ Description ^ | [[modding:tasks|Type]] | The type of task that will be added to the object's initial task queue. See [[modding:tasks|list]] of tasks. | | Tags | The target parameter of the Type command. | | Clear on Complete? | Check this box to clear this task from the task queue once it is completed. If unchecked, the task will remain in the queue unless canceled by an action. | ===== Properties ===== These [[modding:properties|object properties]] set or override specific parameters normally set by the ship class. ^ Name ^ Description ^ | Type | The type of property to set or override. See the [[modding:properties|list]] of object properties. | | Value | The new value for the selected Type. | ---- Jump To | [[modding:events|Event]] | [[modding:encounters|Encounters]] | [[modding:conditions|Conditions]] | [[modding:actions|Actions]] | [[modding:add_object|Objects]] | [[modding:objectives|Objectives]]