# Object Editor

##### Attribute Flags

The first popup menu, Attr flags, determines an object's fundamental type. Use the table below as a general guide for setting the attribute flags.

attribute flag name | function
can turn | object has a direction it faces
can be engaged | hostile objects which can engage will engage this object
has direction goal | should be on if "can turn" flag is on
is remote | do not use
is human controlled | do not use
is beam | a vector object (as opposed to a sprite object)
does bounce | if it hits the edge of the universe, will bounce (ships should bounce, shots should not)
is self animated | sprite object who's sprite doesn't depend on the angle it's facing
is player ship | do not use
can be destination | can be selected as a target object
can engage | can engage other ships
can evade | can sense if another ship is engaging it and attempt to avoid being hit
can accept messages | do not use
can accept build | object is a base capable of building ships
can accept destination | can receive orders to go places by human or computer player
auto target | for weapons and the missiles they create; objects are created facing the nearest target; both the weapon and the missiles they create must have this attribute set for it to work
animation cycle | object's animation cycles (otherwise, object expires when animation ends)
can collide | object can collide with an object with the "can be hit" attribute set
can be hit | object can be on the receiving end of a collision
is destination | this object is a base; for non-mobile objects like stations and planets; must be set for objects that can build; computer AI considers destinations places that should be attacked or guarded; there can only be 10 of these objects on any given level
hide effect | causes nearby thinking objects long range symbols to be masked
release energy on death | the object's energy will be released in the form of energy blobs when it is destroyed
hated | objects that are hated will be shot at by objects which belong to different players
occupies space | any object which should not occupy the same space as another; any thinking, colliding object which doesn't die on impact should have this flag set
static destination | object's destination cannot be changed (should only set for specific initial objects)
can be evaded | ships with the "can evade" attribute set will try to evade this object if needed
neutral death | instead of dying when destroyed, object simply becomes neutral (as in the case of bunker stations)
is guided | doesn't think, can't accept orders, but still can steer itself and try to hit targets and still evokes evasion
appear on radar | shows up on radar
bit 31 | do not use
on auto pilot | used for human player; do not set

Here are the most common ways the attribute flags are confgured:

ships | planets | beams
pulses | missiles | asteroids