=====Overview===== defines a type of attachment or enhancement to space object instances. For example, the [[pteravore]] attack which attaches on to a ship and drains fuel is implemented as an OverlayType. =====Basic Attributes===== **UNID=** The [[UNID]] of this type. **disarm=** The object will be unable to fire its weapons if this is "true" **paralyze=** The object will be unable to thrust or rotate if this is "true" **spin=** The object will turn clockwise at a fixed rate if this is true. **drag=** This is the percentage that the object's velocity will be multiplied by twice every second. **absorbAdj=** Specifies the percentages of damage taken that this overlay will absorb for each damage type. For instance, "100,100,100,100,100,100,100,100,100,100,100,100,100,100,100,100" means this overlay will absorb 100% damage taken for every damage type. **weaponSuppress=** Specifies the damage types that this overlay will prevent the user from firing. "*" means that all weapon fire from the user will be blocked. "laser, kinetic" means that the user's laser and kinetic attacks will be suppressed. ===== Events ===== An overlay instance has the following events: ====== * **gSource**: The object that has the overlay. * **aOverlayID**: The ID of the overlay being created. ====== This event is called when the overlay is hit. The following variables are defined. * **gSource**: The object that has the overlay. * **aOverlayID**: The ID of the overlay. * **aArmorSeg**: The armor segment hit on the object. * **aAttacker**: The object that fired the shot that hit us. * **aCause**: The object that hit us (generally the projectile object). * **aDamageHP**: The amount of damage (in hit points) that reached us. * **aDamageType**: The type of damage. * **aHitDir**: The angle from which the attack came. * **aHitPos**: The position where we were hit (in global coordinates). * **aOrderGiver**: The object that ordered the attack on us. This is generally the same as **aAttacker** but if an auton attacked us, this will be the controller of the auton (e.g., the player). * **aWeaponType**: The UNID of the weapon used. ====== This event is called when the overlay is destroyed. * **gSource**: The object that has the overlay. * **aOverlayID**: The ID of the overlay being created. ====== The object that the overlay is on was destroyed. **[apiVersion 14]** * **gSource** is the object on which the item was installed. * **aOverlayID** is the ID of the overlay. * **aObjDestroyed** is the object that was destroyed (generally the same as gSource). * **aDestroyer** is the object that destroyed us. * **aOrderGiver** is the object that ordered the destruction. Generally this is the same as **aDestroyer** but in the case of autons, this is the controller of the auton. * **aWreckObj** if not **Nil** this is the wreck object that resulted from the destruction. * **aDestroyReason** this is the destruction cause. ====== An overlay gets this event every 15 ticks. * **gSource**: The object that has the overlay. * **aOverlayID**: The ID of the overlay being created.