====== OFP Named Properties ======
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**Operation Flashpoint (OFP)** aka ArmA: Cold War Assault (CWA)
Named Properties can be set in Oxygen. If you don't see this you must first active the Named Properties window under -> Window -> Named Properties, or simply press Alt+P.
====== LodNoShadow ======
Usage: all resolution LODs.\\
Possible values: 1 or 0
This property will force the engine to skip given LODs with this property set to 1, while calculating model shadows. You can use it to force the shadow to be cast only by the selected LOD. Use it in any LOD with 300+ faces, as they will NOT cast shadow in game anyway (this will speed things up a bit).
====== map ======
Usage: This property should be applied to Geometry LOD.
This property describes model appearance on in-game map.
Possible values:
* building
* house (will display config.cpp object displayName /if defined/ on mouse over in Mission Editor)
* tree
* bush
* forest
* rock
* fuelstation
* fence
* church
* chappel
* road
* hospital
* quay
* lighthouse
* view-tower
* fountain
* fortress
* bunker
* cross
* busstop
* forest square (?)
* forest triangle (?)
* forest border (?)
* hide (object will not be displayed on the map)
====== class ======
Usage: This property should be applied to Geometry LOD. Object behavior/simulation model depends on this setting as well as namesound.
It should be noted , that the named property 'class', also derives , how an object fits to the terrain surface.
For example there is a difference between class house and class forest, where terrain surface match is calculated differently.
Possible values:
* road (road or bridge)
* house (required for ladders and custom animations to work)
* building
* tree
* bush
* fuelstation
* fence
* streetlamp
====== dammage or damage for ArmA ======
Usage: Geometry LOD. This setting defines what happens to object after it is destroyed.
Please note that armor value can be set via config.cpp.
Killed eventhandler defined in config.cpp will also work for map embedded objects.
Possible values:
* building
* house
* tree (object will fall over when destroyed)
* fence (object will fall over when destroyed)
* engine (object will explode upon destruction)
* bush
* tent (object will collapse)
* no (no visual change will be made when object is destroyed)
====== canOcclude ======
Usage: Geometry LOD / View Geometry LOD.
Objects hidden behind view geometry are normally not rendered by engine. Unfortunately, some objects like trees, have many "holes" in their body, so if object will not be rendered behind tree, it will disappear and it won't be visible.
Using CanOcclude = 0 property will prevent this undesired effect from happening.
====== canbeoccluded ======
Usage: Geometry LOD / View Geometry LOD.
If it is set to 0, the model will be drawn even if it normally would be culled away by occlusion culling (ie. the view geometry is completely hidden behind another objects view geometry).
====== Source & Credits ======
[[http://ofp.gamepark.cz/_hosted/ag_smith/index.php?doc=8|Agent Smith's Page]]
Thanks to Agent_Smith, Chris Death, Ian Malcolm, Lester, Midship, Remcen and Kegetys for contributions.