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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 and limit contain a violation. It also gets disabled when the entity.hideinside is true while the insideid does not match the current one
  • If the NGF Modifier applies, GravityFix is started