Properties

Every object has a number of properties that are handled by the engine. Typically, these are inherited from the object's Prototype, an Object Definition. A Property of an Object Definition is defined with the local keyword in the Definition's script:
local Name = "$Name$";
local ActMap = {
Stand = {
	Prototype = Action,
        Name = "Stand",
        Length = 1,
        NextAction = "Stand"
},
};
Object Properties
Name Data type Description
Prototype proplist
Name string
Collectible
Touchable
ActMap proplist
Visibility int/array Controls the visibility of the object. See the detailed documentation of possible values.
LineColors
LineAttach
PictureTransformation
MeshTransformation
MouseDragImage
MouseDrag
Animation
Action proplist
BreatheWater
CorrosionResist
MaxEnergy int
MaxBreath int
ThrowSpeed int
Parallaxity [int, int] The Objects's major Z-Position. See C4D_Parallax.
Plane int The Object's minor Z-Position. Negative values are behind the landscape, positive values before it. Use 1-399 for stuff behind Clonks, 401-999 for stuff before Clonks, and 1000+ for GUI objects.
Placement Integer Placement: 0 land surface, 1 in liquid, 2 in mid-air, 3 underground, 4 land surface and underground.
BlastIncinerate Integer Incineration by explosion: 0 none, otherwise the damage level of incineration.
BurnTo C4ID Definition change upon incineration.
NoBurnDecay Integer 0 or 1. If 1, the object does not decompose if burning.
ContactIncinerate Integer Probability of incineration by contact: 0 none, or 1 (high) to 5 (low).
Günther, 2011