Clothing Assets
The ItemClothingAsset class is a base class that other classes are derived from. It is unusable on its own.
Items that use a class derived from this class are known as clothing items. Clothing can be worn by players and zombies, although they may function slightly differently between the two.
Game Data File
The ItemClothingAsset class inherits properties from the ItemAsset class. Clothing items will always display a quality value.
Properties
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Property Descriptions
Armor float32 1
Multiplier on damage received to the covered body part(s). The affected body part(s) will differ depending on the child class.
Armor_Explosion float32
Multiplier on the damage received from area-of-effect explosions. Defaults to the value of Armor
.
Beard_Visible bool true
When true
, the character’s facial hair should be visible (unless disabled by some other condition).
Destroy_Clothing_Colliders bool true
When false
, colliders are not destroyed when the clothing is attached to the player character. For example, equipped vanilla clothing do not have any colliders. But some mods (e.g., armor with a hitbox) may have relied on child colliders not being destroyed.
Falling_Damage_Multiplier float32 1
Multiplier on damage received from falling.
Hair_Visible bool true
When true
, the character’s hair should be visible (unless disabled by some other condition).
Mirror_Left_Handed_Model bool true
Clothing should be mirrored when the player is using the left-handed setting. This property only affects 3D clothing items, being: vests, backpacks, masks, glasses, and hats.
Movement_Speed_Multiplier float32 1
Multiplier on movement speed.
Prevents_Falling_Broken_Bones bool false
When true
, the player will never receive the Broken Bones debuff from falling.
Priority_Over_Cosmetic bool
This property can be set to override the default cosmetic override behavior. The default behavior will differ depending on the asset. For most assets, cosmetics are displayed over clothing. For glasses using the Vision
property, the clothing item has priority over the cosmetic.
Proof_Fire flag
When this flag is included, this clothing item is considered fireproof. When a fireproof shirt and fireproof pants are worn together, the player becomes immune to fire damage. This property has no effect on other clothing types.
Proof_Radiation flag
When this flag is included, this clothing item is considered radiation-proof. When a radiation-proof mask is worn, the player will not be affected by standard deadzones. When radiation-proof pants, a radiation-proof shirt, and a radiation-proof mask are all worn together, the player will not be damaged by full-suit deadzones. This protection only lasts for as long as the radiation-proof mask’s item quality is greater than 0%. The mask’s quality will deplete over time while inside of a deadzone, but can be replenished with radiation filters.
Proof_Water flag
When this flag is included, this clothing item is considered waterproof. When waterproof glasses are worn, the player’s screen is no longer blurred when underwater. When waterproof glasses and a waterproof backpack are worn together, the player’s oxygen will deplete at a greatly reduced rate while underwater. This property has no effect on other clothing types.
Skin_Override string
Optional name of a renderer that should use the player’s skin material. For example, the Conflicting Conscience cosmetic adds miniature versions of the player sitting on their shoulder.
Visible_On_Ragdoll bool true
When true
, this clothing item should be visible on ragdolls.
WearAudio Master Bundle Pointer
AudioClip or OneShotAudioDefinition to play upon equipping this clothing item. Default value is dependent on the child asset. Backpacks and vests will use Sounds/Zipper.mp3
by default. Otherwise, Sounds/Sleeve.mp3
is used.