- 1 In-depth guide to properties
- 2 Data
- 3 Behavior
- 4 Surface
- 5 Appearance
- 6 Part
In-depth guide to properties
This guide is to show how to use the Properties and edit the brick’s features.
To open "properties" go to any place with solo, click on Tools, then View and click properties.
This holds the
The name of the brick, able to be edited to fit your choice, commonly edited for scripting use.
It’s like a folder, there is the game and inside the game is the workspace and lighting, etc. The brick goes inside the workspace so the workspace is the parent of the brick and anything that’s in the brick has the brick as its parent.
Where the brick is located on the map, it can be edited to go anywhere. Works in an (x,y,z) axis.
The rotational velocity of the brick; how much speed it rotates with.
Unlike RotVelocity, this property makes . Making you move across it with out you moving. More info on conveyor belts here
Just says what class it is. E.g., part
If there’s a check it means it is frozen in place.
When unchecked, you can go through it.
What controls it (e.g., when set to attack, it follows the player).
If there’s a check you cannot pick it up with a Game/Copy Tool, or even select it in Studio.
When checked, the part, model, etc., will be loaded with the place.
Mainly for motors; it’s used for editing the surfaces.
Just tells you what kind of surface it is. It can be:
A smooth surface will not form a bond with anything. That means that it will slide, fall, break and move without much force. <needs correct force value>
Glue can be found on the various chassis that are available in the Toolbox. It forms a very loose bond with whatever is in contact with it, enough to slow a ball, or to keep a player on a vehicle while it is moving. <needs correct force value required for movement>
Welds form a very secure bond with whatever they are touching. If two surfaces that are in contact are welded, then it takes a good bit of force to move them, a large bomb at least. <needs correct force values required for movement>
Studs are one of the three types of surfaces a new brick starts out with. It connects to an inlet to form a semi-secure bond <needs correct amount of force to break bond> that can be broken fairly easy, but can hold against any slingshot attacks.
Inlets connect to studs, and form a secure connection that can withstand anything short of a rocket or bomb.
Motors apply a force to anything that is connected to them by a certain amount of impulse that is described in the configuration panel. The force power can be set and the trigger set in a Lua script or in the configure panel for the motor. The trigger can be set to one of 6 things:
- A user hit key.
- The set of secondary controls (the UJHK keys)
- The Primary controls (WASD keys)
- An event in the world (such as the destruction of a door, or the movement of a player into a certain area.)
- A basic AI that can be set to the motor set, such as telling the motors to attack a player, or to run away.
- Constantly be on, such as the spinning bar in Crossroads.
These have to be scripted to the motor, but in the configuration panel, many of these more basic settings can be configured.
To select the color; giving your map basic detail.
The name says it all, to show the Controller flag.
To make the brick shiny. This uses decimals. 1 is completely reflective, no color can be seen; 0 is solid.
To make the brick transparent. Again it uses decimals. 1 is transparent, 0 is opaque.
The higher it is, the higher you bounce when landing on. Also, it uses decimals.
How easily you're able slide on it. Also, it uses decimals. 0 = Cant slide 1 = Can't stop. A value of 0.5 would make a good ice block.
Exactly that: its shape. "Brick"(Square), "Sphere"(Ball) Or a "Cylinder" (Tube)
How big it is. Works on an (X,Y,Z) axis.
If it's a plate (Thin, able to fine-tune a brick's height), brick (regular brick) or symmetric (all dimensions are the same, like when a brick is turned into a cylinder).