Start¶
The event does nothing if it's a dummy
.
The entity.ccol
and scol
are initialised according to their NPCType.
From there, SetUp is called which contains most of the startup logic.
After, a couple of specific logic occurs:
- The tag is set according to the NPCType
- The entity.
rigid
mass is changed according to the NPCType except if it's an item entity where it remains 1.0 - If applicable, the
disguiseobj
is initialised according to the ActionBehaviors - The entire gameObject gets disabled if the
requires
andlimit
contain a violation. It also gets disabled when the entity.hideinside
is true while theinsideid
does not match the current one - If the
NGF
Modifier applies, GravityFix is started