Class Flow.Settings
Global engine settings which don't fall into particular category or can't be assigned to a specific object.
Can be accessed using Flow.SetSettings and Flow.GetSettings functions.
Animations
| crawlExtended | Extended crawl moveset. |
| crouchRoll | Crouch roll. |
| crawlspaceSwandive | Crawlspace dive. |
| overhangClimb | Overhang climbing. |
| slideExtended | Extended slide mechanics. |
| sprintJump | Sprint jump. |
| ledgeJumps | Ledge jumps. |
| poseTimeout | Pose timeout. |
Camera
| binocularLightColor | Determines highlight color in binocular mode. |
| lasersightLightColor | Determines highlight color in lasersight mode. |
| objectCollision | Specify whether camera can collide with objects. |
Flare
| color | Flare color. |
| offset | Muzzle offset. |
| range | Light range. |
| timeout | Burn timeout. |
| pickupCount | Default flare pickup count. |
| lensflareBrightness | Lens flare brightness. |
| sparks | Toggle spark effect. |
| smoke | Toggle smoke effect. |
| muzzleGlow | Toggle muzzle glow effect. |
| flicker | Toggle flicker effect. |
Gameplay
| enableInventory | Enable or disable original linear inventory functionality. |
| killPoisonedEnemies | Kill enemies which were poisoned by a crossbow poisoned ammo or by any other means. |
| targetObjectOcclusion | Enable target occlusion by moveables and static meshes. |
Graphics
| ambientOcclusion | Enable ambient occlusion. |
| skinning | Enable skinning. |
Hair
| rootMesh | Root mesh to which hair object will attach to. |
| offset | Relative braid offset to a headmesh. |
| indices | Braid connection indices. |
Hud
| statusBars | Toggle in-game status bars visibility. |
| loadingBar | Toggle loading bar visibility. |
| speedometer | Toggle speedometer visibility. |
| pickupNotifier | Toggle pickup notifier visibility. |
Pathfinding
| mode | Pathfinding mode. |
| searchDepth | Pathfinding graph search depth. |
| escapeDistance | Escape distance. |
| stalkDistance | Stalk distance. |
| predictionFactor | Path prediction scale factor. |
| collisionPenaltyThreshold | Collision penalty threshold. |
| collisionPenaltyCooldown | Collision penalty cooldown. |
| moveableAvoidance | Moveable avoidance. |
| staticMeshAvoidance | Static mesh avoidance. |
| verticalGeometryAvoidance | Vertical geometry avoidance for swimming and flying enemies. |
| waterSurfaceAvoidance | Water surface avoidance for swimming and flying enemies. |
| verticalMovementSmoothing | Vertical movement smoothing for swimming and flying enemies. |
Physics
| gravity | Global world gravity. |
| swimVelocity | Swim velocity. |
System
| errorMode | How should the application respond to script errors? |
| multithreaded | Use multithreading in certain calculations. |
| fastReload | Can the game utilize the fast reload feature? |
User interface
| headerTextColor | Header text color. |
| optionTextColor | Option text color. |
| plainTextColor | Plain text color. |
| disabledTextColor | Disabled text color. |
| shadowTextColor | Shadow text color. |
| titleLogoPosition | Title logo center point position. |
| titleLogoScale | Title logo scale. |
| titleLogoColor | Title logo color. |
| titleMenuPosition | Title menu position. |
| titleMenuScale | Title menu scale. |
| titleMenuAlignment | Title menu alignment. |
Weapons
| accuracy | Shooting accuracy. |
| targetingDistance | Targeting distance. |
| interval | Shooting interval. |
| damage | Damage. |
| alternateDamage | Alternate damage. |
| waterLevel | Water level. |
| pickupCount | Default ammo pickup count. |
| flashColor | Gunflash color. |
| flashRange | Gunflash range. |
| flashDuration | Gunflash duration. |
| smoke | Gun smoke. |
| shell | Gun shell. |
| muzzleFlash | Display muzzle flash. |
| muzzleGlow | Display muzzle glow. |
| colorizeMuzzleFlash | Colorize muzzle flash. |
| muzzleOffset | Muzzle offset. |
Animations
These settings determine whether a specific moveset is available in-game.
- crawlExtended
-
Extended crawl moveset.
- crawlExtended bool When enabled, player will be able to traverse across one-click steps in crawlspaces.
- crouchRoll
-
Crouch roll.
- crouchRoll bool When enabled, player can perform crawlspace roll by pressing sprint key.
- crawlspaceSwandive
-
Crawlspace dive.
- crawlspaceSwandive bool When enabled, player will be able to swandive into crawlspaces.
- overhangClimb
-
Overhang climbing.
- overhangClimb bool Enables overhang climbing feature. Currently does not work.
- slideExtended
-
Extended slide mechanics.
- slideExtended bool If enabled, player will be able to change slide direction with controls. Currently does not work.
- sprintJump
-
Sprint jump.
- sprintJump bool If enabled, player will be able to perform extremely long jump when sprinting.
- ledgeJumps
-
Ledge jumps.
- ledgeJumps bool If this setting is enabled, player will be able to jump upwards while hanging on the ledge.
- poseTimeout
-
Pose timeout.
- poseTimeout int If this setting is larger than 0, idle standing pose animation will be performed after given timeout (in seconds).
Camera
Parameters to customize camera and everything related to it.
- binocularLightColor
-
Determines highlight color in binocular mode.
- binocularLightColor Color Color of highlight, when player presses action. Zero color means there will be no highlight.
- lasersightLightColor
-
Determines highlight color in lasersight mode.
- lasersightLightColor Color Lasersight highlight color. Zero color means there will be no highlight.
- objectCollision
-
Specify whether camera can collide with objects.
- objectCollision bool When enabled, camera will collide with moveables and statics. Disable for TR4-like camera behaviour.
Flare
These settings change appearance and behaviour of a flare.
- color
-
Flare color.
- color Color Flare color. Used for sparks and lensflare coloring as well.
- offset
-
Muzzle offset.
- offset Vec3 A relative muzzle offset where light and particle effects originate from.
- range
-
Light range.
- range int Flare light radius or range. Represented in "clicks" equal to 256 world units.
- timeout
-
Burn timeout.
- timeout int Flare burn timeout. Flare will stop working after given timeout (specified in seconds).
- pickupCount
-
Default flare pickup count.
- pickupCount int Specifies amount of flares that you get when you pick up a box of flares.
- lensflareBrightness
-
Lens flare brightness.
- lensflareBrightness float Brightness multiplier. Specifies how bright lens flare is in relation to light (on a range from 0 to 1).
- sparks
-
Toggle spark effect.
- sparks bool Spark effect. Determines whether flare generates sparks when burning.
- smoke
-
Toggle smoke effect.
- smoke bool Smoke effect. Determines whether flare generates smoke when burning.
- muzzleGlow
-
Toggle muzzle glow effect.
- muzzleGlow bool Glow effect. Determines whether flare generates glow when burning.
- flicker
-
Toggle flicker effect.
- flicker bool Light and lensflare flickering. When turned off, flare light will be constant.
Gameplay
These settings are used to enable or disable certain gameplay features.
- enableInventory
-
Enable or disable original linear inventory functionality. Can be used to completely disable inventory handling
or to replace it with custom module, such as ring inventory.
- enableInventory bool If false, inventory will not open.
- killPoisonedEnemies
-
Kill enemies which were poisoned by a crossbow poisoned ammo or by any other means. If disabled, enemy hit points will
reach minimum but will never go to zero. This behaviour replicates original TR4 behaviour.
- killPoisonedEnemies bool If false, enemies won't be killed by poison.
- targetObjectOcclusion
-
Enable target occlusion by moveables and static meshes.
- targetObjectOcclusion bool If enabled, player won't be able to target enemies through moveables and static meshes.
Graphics
These settings are used to enable or disable certain graphics features.
- ambientOcclusion
-
Enable ambient occlusion.
- ambientOcclusion bool If disabled, ambient occlusion setting will be forced to off, and corresponding menu entry in the Display Settings dialog will be grayed out.
- skinning
-
Enable skinning.
- skinning bool If enabled, skinning will be used for animated objects with skinned mesh. Disable to force classic TR workflow.
Hair
This is a table of braid object settings.
Table consists of three entries, with first one representing classic Lara braid, and 2 and 3 representing left and right young Lara braids respectively. Therefore, if you want to access classic Lara braid settings, use
Table consists of three entries, with first one representing classic Lara braid, and 2 and 3 representing left and right young Lara braids respectively. Therefore, if you want to access classic Lara braid settings, use
settings.Hair[1], and so on.
- rootMesh
-
Root mesh to which hair object will attach to.
- rootMesh int Index of a root mesh to which hair will attach. Root mesh may be different for each hair object.
- offset
-
Relative braid offset to a headmesh. Not used with skinned hair mesh.
- offset Vec3 Specifies how braid is positioned in relation to a headmesh.
- indices
-
Braid connection indices. Not used with skinned hair mesh.
- indices table A list of headmesh's vertex connection indices. Each index corresponds to nearest braid rootmesh vertex. Amount of indices is unlimited.
Hud
These settings determine visibility of particular in-game HUD elements.
- statusBars
-
Toggle in-game status bars visibility.
- statusBars bool If disabled, all status bars (health, air, stamina) will be hidden.
- loadingBar
-
Toggle loading bar visibility.
- loadingBar bool If disabled, loading bar will be invisible in game.
- speedometer
-
Toggle speedometer visibility.
- speedometer bool If disabled, speedometer will be invisible in game.
- pickupNotifier
-
Toggle pickup notifier visibility.
- pickupNotifier bool If disabled, pickup notifier will be invisible in game.
Pathfinding
Features and enhancements that modify enemy behaviour during pathfinding and while tracking player and other enemies.
- mode
-
Pathfinding mode.
- mode PathfindingMode The algorithm used for pathfinding. For more information, refer to Flow.PathfindingMode.
- searchDepth
-
Pathfinding graph search depth.
- searchDepth int Specifies how deep the AI will search the pathfinding graph when calculating a path to the target.
- escapeDistance
-
Escape distance.
- escapeDistance int If enemy is being attacked, it attempts to escape as far as possible from the attacker. This value specifies the distance the enemy will try to reach when escaping.
- stalkDistance
-
Stalk distance.
- stalkDistance int Distance at which an enemy may follow a target without attempting another attack after having previously escaped.
- predictionFactor
-
Path prediction scale factor.
- predictionFactor float Determines how far ahead enemy predicts the target's position based on its current velocity. A higher value makes enemies intercept the target earlier, while a lower value reduces anticipation. If set to 0, prediction will be disabled.
- collisionPenaltyThreshold
-
Collision penalty threshold.
- collisionPenaltyThreshold float Specifies the timeout in seconds after which the enemy will be punished for collisions with illegal geometry and will be forced to ignore its current path to the target and recalculate it. If set to 0, collision penalties will be disabled.
- collisionPenaltyCooldown
-
Collision penalty cooldown.
- collisionPenaltyCooldown float If a collision penalty was applied to an enemy, this value specifies the timeout in seconds during which the enemy will ignore the path to the target which previously caused a penalty.
- moveableAvoidance
-
Moveable avoidance.
- moveableAvoidance bool Avoid collisions with moveables when possible. Enemy will attempt to turn away from the moveable if it's in the way. Applies only to moveables not placed near room geometry.
- staticMeshAvoidance
-
Static mesh avoidance.
- staticMeshAvoidance bool Avoid collisions with static meshes when possible. Enemy will attempt to turn away from the static mesh if it's in the way. Applies only to static meshes not placed near room geometry.
- verticalGeometryAvoidance
-
Vertical geometry avoidance for swimming and flying enemies.
- verticalGeometryAvoidance bool Avoid swimming or flying forward into illegal room geometry that can be avoided by moving upwards.
- waterSurfaceAvoidance
-
Water surface avoidance for swimming and flying enemies.
- waterSurfaceAvoidance bool For flying enemies, prevents diving into the water and dying while attacking the player or other enemies from above. For swimming enemies, adds extra measures to avoid glitching out of the water.
- verticalMovementSmoothing
-
Vertical movement smoothing for swimming and flying enemies.
- verticalMovementSmoothing bool Smooths out vertical movement for swimming and flying enemies to prevent sudden unnatural jerks or changes in direction.
Physics
Here you will find various settings for game world physics.
- gravity
-
Global world gravity.
- gravity float Specifies global gravity. Mostly affects Lara and several other objects.
- swimVelocity
-
Swim velocity.
- swimVelocity float Specifies swim velocity for Lara. Affects both surface and underwater.
System
Global system settings that is not directly related to gameplay.
- errorMode
-
How should the application respond to script errors?
- errorMode ErrorMode Error mode to use.
- multithreaded
-
Use multithreading in certain calculations.
When set totrue, some performance-critical calculations will be performed in parallel, which can give a significant performance boost. Don't disable unless you have problems with launching or using TombEngine.- multithreaded bool Determines whether to use multithreading or not.
- fastReload
-
Can the game utilize the fast reload feature?
When set totrue, the game will attempt to perform fast savegame reloading if current level is the same as the level loaded from the savegame. It will not work if the level timestamp or checksum has changed (i.e. level was updated). If set tofalse, this functionality is turned off.- fastReload bool Toggles fast reload on or off.
User interface
System-wide user interface settings.
- headerTextColor
-
Header text color.
- headerTextColor Color A color used for displaying header text in system menus.
- optionTextColor
-
Option text color.
- optionTextColor Color A color used for displaying option text in system menus.
- plainTextColor
-
Plain text color.
- plainTextColor Color A color used for displaying plain text in system menus.
- disabledTextColor
-
Disabled text color.
- disabledTextColor Color A color used for displaying any header text in menus.
- shadowTextColor
-
Shadow text color.
- shadowTextColor Color A color used for drawing a shadow under any rendered text.
- titleLogoPosition
-
Title logo center point position.
- titleLogoPosition Vec2 Center point of a title level logo position.
- titleLogoScale
-
Title logo scale.
- titleLogoScale Vec2 Title level logo scale.
- titleLogoColor
-
Title logo color.
- titleLogoColor Color Title level logo color.
- titleMenuPosition
-
Title menu position.
- titleMenuPosition Vec2 Title level menu position. Horizontal coordinate represents an alignment baseline, while vertical coordinate represents a first menu entry's vertical position.
- titleMenuScale
-
Title menu scale.
- titleMenuScale float Title level menu scale.
- titleMenuAlignment
-
Title menu alignment.
- titleMenuAlignment
DisplayStringOption
Specifies menu alignment.
Can be set to Strings.DisplayStringOption.CENTER or Strings.DisplayStringOption.RIGHT.
If set to
nil, or set to any other value, menu will be aligned to the left side of the screen.
- titleMenuAlignment
DisplayStringOption
Specifies menu alignment.
Can be set to Strings.DisplayStringOption.CENTER or Strings.DisplayStringOption.RIGHT.
If set to
Weapons
This is a table of weapon settings, with several parameters available for every weapon.
Access particular weapon's settings by using Objects.WeaponType as an index for this table, e.g.
settings.Weapons[Flow.WeaponType.PISTOLS].
- accuracy
-
Shooting accuracy.
- accuracy float Determines accuracy range in angles (smaller angles mean higher accuracy). Applicable only for firearms.
- targetingDistance
-
Targeting distance.
- targetingDistance float Specifies maximum targeting distance in world units (1 block = 1024 world units) for a given weapon.
- interval
-
Shooting interval.
- interval float Specifies an interval (in frames), after which Lara is able to shoot again. Not applicable for backholster weapons.
- damage
-
Damage.
- damage int Amount of hit points taken for every hit.
- alternateDamage
-
Alternate damage.
- alternateDamage int For crossbow, specifies damage for explosive ammo.
- waterLevel
-
Water level.
- waterLevel int Specifies water depth, at which Lara will put weapons back into holsters, indicating it's not possible to use it in water.
- pickupCount
-
Default ammo pickup count.
- pickupCount int Amount of ammo which is given with every ammo pickup for this weapon.
- flashColor
-
Gunflash color.
- flashColor Color specifies the color of the gunflash.
- flashRange
-
Gunflash range.
- flashRange int specifies the range of the gunflash.
- flashDuration
-
Gunflash duration.
- flashDuration int specifies the duration of a gunflash effect.
- smoke
-
Gun smoke.
- smoke bool if set to true, indicates that weapon emits gun smoke.
- shell
-
Gun shell.
- shell bool If set to true, indicates that weapon emits gun shell. Applicable only for firearms.
- muzzleFlash
-
Display muzzle flash.
- muzzleFlash bool specifies whether muzzle flash should be displayed or not.
- muzzleGlow
-
Display muzzle glow.
- muzzleGlow bool specifies whether muzzle glow should be displayed or not.
- colorizeMuzzleFlash
-
Colorize muzzle flash.
- colorizeMuzzleFlash bool specifies whether muzzle flash should be tinted with the same color as gunflash color.
- muzzleOffset
-
Muzzle offset.
- muzzleOffset Vec3 specifies offset for spawning muzzle gunflash effects.