Flag Info

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Zone Flags

Zone flags define properties of an area.

  • Hidden - Zone cannot be entered by players, and is not on area list.
  • Lawless - Zone has no PK penalties.
  • Dry - Zone is dry, has less chance of rain or snow.
  • Wet - Zone is wet, has more chance of rain or snow.
  • Freezing - Zone is much colder than normal.
  • Cold - Zone is colder than normal.
  • Warm - Zone is warmer than normal.
  • Hot - Zone is much warmer than normal.
  • NoQuest - Zone will not be used for quests.
  • Antrippa - Zone is located on Antrippa
  • No Continent - Zone is not on a continent
  • Any Contient - Zone's continent is determined by adjactent rooms.
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Room Flags

Room flags define properties of a room.

  • Dark - This room is dark unless someone brings a light in
  • No Scry - Scry type spells and effects cannot target this room
  • No Mob - Mobs cannot wander into this room. Charmed mobs can still enter, and mobs can be reset into the room
  • Indoors - This room is considered indoors
  • Quiet - Channels cannot be seen from within this room
  • No Flee - You cannot flee from this room
  • No Teleport - You cannot teleport into this room (gate, nexus, etc etc)
  • Laboratory - Costs for creating magical items are lower
  • Mob Chute - Mobs will leave this room as soon as they can
  • Private - This room becomes inaccessible when 2 or more people are in it
  • Safe - Combat is not allowed in this room
  • Solitary - This room becomes inaccessible when 1 or more people are in it
  • Pet Shop - This room is the front of a pet shop
  • No Recall - You cannot recall or teleport out of this room
  • Imp Only - Only imps may access this room
  • Gods Only - Only imms may access this room
  • Heros Only - Only level 91 players may access this room
  • Newbies Only - Only level 5 or under players may access this room
  • No Scout - The scout command will not work in this room
  • Night - Room has a night description: Do not use this, use LML instead.
  • Home - Room is a player's home
  • No Messenger - spec_area_messengers will not use this room
  • Misty - Room is misty, and obscures view of objects and mobs within
  • No Track - Room cannot be tracked though
  • No Magic - Spells cannot be cast in this room
  • Light - This room is lit by default
  • Persistant - Contents of this room save between resets. You must have Imp approval to set this flag!
  • Crafts - Mobs will not interrupt crafting in this room
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Exit Flags

Exit flags define properties of an exit. Most impact who can go through the exit, and what abilities can be used on the exit.

  • Door - Exit is a door, or is closable
  • Closed - Exit is closed
  • Locked - Exit is locked
  • Hidden - Exit is only visible to those with detect hidden
  • Very Hidden - Exit cannot be seen, or auto-opened
  • Pickproof - Exit cannot be lockpicked
  • NoPass - Exit cannot be passdoor'ed
  • Daily - Exit is only open one day out of a week (random)
  • NoClose - Exit cannot be closed
  • NoLock - Exit cannot be locked
  • Window - Exit cannot be moved through by players (mobs can)
  • Full Moon - Exit only exists during a full moon
  • Day - Exit only exists during the day
  • Night - Exit only exists at night time
  • No Mob - Mobs cannot use this exit unless charmed
  • Fall - Someone moving through this exit has a chance to fall if not flying
  • No Vehicle - Vehicles cannot go this way
  • Only Vehicle - Only vehicles and imms may use this exit
  • To Grid - The exit leads to the wilderness
  • Auto Close - The door closes itself when someone passes through it
  • Blocked - Something is blocking this exit, for internal use
  • Auto Lock - The door automatically locks itself when moved through
  • Slow - This exit lags people going through it
  • Fly - You must be flying to use this exit
  • No Bash - This door cannot be bashed open
  • Astral - This exit can be used only by those who are astral
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Act Flags

Act flags define some additional mobile behaviors. There are probably too many aggressive flags, as this can now be handled with actions.

  • Sentinel - The mob will not move around
  • Scavenger - The mob will collect things it finds
  • Ride - The mob is of a race that can be ridden. Size is handled elsewhere, so if a sprite could ride a robin, set the robin ridable
  • Memeory - The mob will remember players who have attacked it
  • Stay area - The mob will not walk out of its home area
  • Wimpy -The mob will flee if it is losing a fight
  • No Race - The mob does not suffer from racial reaction modifiers against it
  • No Agg - The mob loses all aggressive tendancies
  • Practice - The mob is a teacher
  • Chatty - The mob chats (uses speach response routines)
  • Undead - The mob is undead
  • Personality - If the mob is killed, it will not repop
  • Shy - The mob will leave rooms with players in them quickly
  • Illusion - The mob is illusiory
  • Aquatic - The mob will extract if it is not in a water room
  • No Align - The mob doesn't have an alignment, and doesn't affect the alignment of anyone killing it
  • No Purge - The mob cannot be purged. Only use if absolutely necessary, this is a pain
  • Outdoors - The mob will remian outdoors when it moves around
  • Indoors - The mob will remain indoors when it moves around
  • Safe - The mob cannot be attacked
  • Unseen - The mob cannot be seen when looking in a room
  • Update Always - The mob runs update cycles even when the zone it inhabits is empty. You must have permission from an imp to use this flag.
  • Has Light - The mob counts as a lightsource in a room
  • No Action - The mob will not perform any actions (mostly internal)
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Affected Flags

These can be either on a mobile, or on an object. When on an object, they are given to a player who wears that item. In all cases, the affects listed are what the flag itself does, not as part of any spell.

  • Blind - Cannot see.
  • Invisible - Cannot be seen normally
  • Detect Evil - Can see Red Aura's on evil characters
  • Detect Invis - Can see invisible characters and objects
  • Detect Magic - Can see magic aura's on items
  • Detect Hidden - Can see hidden doors, items, and characters
  • Detect Good - Can see Gold Aura's on good characters
  • Sanctuary - Halves damage taken
  • Faerie Fire - Easier to be hit, adds pink aura
  • Infrared - Can see 'heat' in dark rooms, non-undead mobs
  • Curse - Cannot recall
  • Breathe Water - Can breathe underwater
  • Poison - Poisoned - Do not use on objects
  • Protect Evil - Attacks from evil sources do less damage
  • Protect Good - Attacks from good sources do less damage
  • Sneak - Is sneaking
  • Hide - Is hidden
  • Sleep - Is magically asleep, and cannot awaken
  • Charm - Is charmed by someone, do not set on objects or mobs, internal use
  • Flying - Can fly (does not mean is actively flying)
  • Pass Door - Can move through closed doors
  • Haste - Extra attacks, slower healing
  • Calm - Cannot start combat
  • Plague - Has the plague, Don't use this on objects
  • Detect Poison - Can detect poison on items
  • Dark Vision - Can see in the darkness
  • Berserk - Extra attack, but inability to flee
  • Swim - Can move freely in water rooms, no penalties
  • Regeneration - Heals damage during combat
  • Slow - Reduces hitroll, healing rate, and number attacks/round
  • Silenced -Cannot speak or cast spells
  • Detect Illusion - Can see illusions for what they are
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Affected2 Flags

These can be either on a mobile, or on an object. When on an object, they are given to a player who wears that item. In all cases, the affects listed are what the flag itself does, not as part of any spell.

  • Phantom - Is in the astral plane
  • Displaced - First attack misses
  • Delusional - Sees delusions
  • Bound - Is bound - Don't use on objects
  • Scry Shield - Protection from spying
  • Disguised - Wearing a disguise - Internal Use Only
  • Aura Mask - Good/Evil/Neutral Aura's are masked
  • Petrified - Has been stoned - Not on objects
  • Black Ice - Is suffering Black Ice - Internal Use
  • Blink - Is blinking - Not for objects
  • Webbed - Cannot flee
  • Mind Over Body - Suffers no skill penalties for hunger/thirst/weather
  • Sense Anger - Sees hostile aura's on exits
  • Sense Life - Can 'detect' the presence of the living
  • Confused - Minor skill penalty
  • Dream - Subject sees dreams - Internal use only
  • Defend - Subject is fighting in defend mode
  • Pass Watch - Can bypass watches without triggering them
  • Gravebind - Subject does not heal
  • Soothed - Subject will not be targetted by aggressives
  • Danger Sense - Can tell if another PK'er moves into the zone - internal use only
  • Animal Friendship - Animals will not be aggressive
  • Anti Magic - Resists the magical flags on weapons
  • Speed - Can move without as much command lag
  • Detect Disease - Can see diseased auras
  • Spatial Awareness - Can target creates that cannot be seen
  • Guarding - Is guarding someone, Internal Use Only
  • Distracted - Has been momentarily distracted, Internal Use Only
  • Deaf - Cannot hear
  • Linguistics - Can comprehend and speak any language
  • Shapechanged - Is shapechanged - Internal Use Only
  • Photosynthesis - Can draw nourishment from the sun
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Affected3 Flags

These can be either on a mobile, or on an object. When on an object, they are given to a player who wears that item. In all cases, the affects listed are what the flag itself does, not as part of any spell.

  • Nightmares - Nightmares when sleeping
  • Air Shield - Protection from ranged attacks
  • Psychic Nettles - Scry effects have a chance of taking damage
  • Protect Neutral - Damage from neutral sources does less damage
  • Detect Neutral - Reveals pale aura's on neutral characters
  • Fire Fists - Unarmed attacks are treated as flaming
  • Ice Fists - Unarmed attacks are treated as frost
  • Shocking Fists - Unarmed attacked are treated as shocking
  • Acid Fists - Unarmed attacked are treated as acidic
  • Bad Luck - More susceptible to bad things happening
  • Cloak of Fear - Causes attackers to save or flee, or lose attacks
  • Cloak of Cover - Masks the 'worn' list of affected character
  • Attune - Attunes the character to magic, lowering their saves against spells
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Offence Flags

Offence flags define the way a mobile fights.

  • Area Attack - Mob gets one hit against each person attacking it
  • Backstab - Mob will try to start fights by backstabbing
  • Bash - Mob will use the bash skill in fights
  • Berserk - Mob will go berserk in fights
  • Disarm - Mob will use the disarm skill in fights
  • Dodge - Mob has a higher chance to dodge blows
  • Fade - Some blows 'pass through' the mob, use on swarms, or ghosts
  • Fast - Mob gets extra attacks - use sparingly
  • Kick - Mob will use the kick skill during combat
  • Kick Dirt - Mob will use the dirt-kick skill during combat
  • Parry - Mob will attempt to parry blows
  • Rescue - Mob is able to use the rescue skill
  • Tail - Mob will tail-whip during combat
  • Trip - Mob will use the trip skill during combat
  • Crush - Mob will make one final attack when fleeing a room
  • Spell Turning - Mob has a spell-turning aura
  • AP - Mob's attacks pierce armor, use with discretion
  • Subdue - Mob will subdue, rather than kill
  • Level Drain - Mob can drain levels, use with discretion
  • Clan Mob - Mob belongs to a clan. Can is set by the clan of the room the mob is reset into
  • Riposte - Mob will use the riposte skill during combat
  • Target - Mob will try and target weaker group-members
  • Bi-Planar - Mob is both astral and non-astral at the same time
  • Feint - Mob will use the feint skill during combat
  • Grapple - Mob will use the grapple skill during combat
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Aggression Flags

Aggression flags define how a mobile joins a fight, whether via assisting others, or by being aggressive.

For the aggressive side, a mob must be set to be aggressive during the day, at night, or both. If none of those flags are set, the mob will never act aggressively.

The other aggression flags are optional. If you do not select any further limiters, the mob will be aggressive to all players at the specified time. If you do add limiters, then the mob will be aggressive towards anyone who meets at least one of the requirements. (AGG_EVIL and AGG_RACE will be aggressive to anyone of the same race, and anyone who is evil).

  • NIGHT - Mob will behave aggressively at night
  • DAY - Mob will behave aggressively during the day
  • RACE - Mob will behave aggressively towards its own race
  • NONRACE - Mob will behave aggressively towards other races
  • SEX - Mob will behave aggressively towards its own sex
  • OPPSEX - Mob will behave aggressively towards other sexes
  • GOOD - Mob will behave aggressively towards GOOD align
  • NEUTRAL - Mob will behave aggressively towards NEUTRAL align
  • EVIL - Mob will behave aggressively towards EVIL players
  • ONLY_WOUNDED - Mob will only behave aggressively towards wounded players
  • ONLY_SLEEPERS - Mob will only behave aggressively towards sleeping players
  • ONLY_CRIMINALS - Mob will only behave aggressively towards criminals
  • ONLY_HEROS - Mob will only behave aggressively towards heros
  • Assist Mobs - Mob will assist any other mobs
  • Assist Align - Mob will assist similarly aligned combattants
  • Assist Race - Mob will assist members of its own race
  • Assist Players - Mob will assist players
  • Assist Guard - Mob will assist spec_guard mobs
  • Assist Vnum - Mob will assist other mobs of the same vnum
  • Assist Master - Mob will assist its master
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Part Flags

Parts flags define what bodyparts a mobile has. This has an affect on combat, both by allowing the selection of 'weaponry parts' and by defining where the mobile can be struck. Adding more arms does not allow extra attacks, just more arms to be hit. As an affect flag, adding weaponry parts allows the wearer of an object to use those body parts as if they naturally had them.

  • Head - Head
  • Torso - Body
  • L Leg - Left Leg
  • R Leg - Right Leg
  • L Arm - Left Arm
  • R Arm - Right Arm
  • L Foreleg - Left Foreleg
  • R Foreleg - Right Foreleg
  • Vitals - Internal Organs
  • L 2nd Arm - Another Left Arm
  • R 2nd Arm - Another Right Arm
  • Wings - Wings (does not garuntee flight)
  • Trunk - A wooden trunk
  • Leaves - Leaves
  • Flower - Flowers
  • Roots - Roots
  • Branch - Branches, like limbs
  • Tail - A tail than can be used in combat
  • Claws - Sharp, weaponlike claws
  • Fangs - Fangs usable in combat
  • Horns - Horns that can be used in combat
  • Tusks - Tusks that can be used in combat
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Form Flags

The form flags define basic characteristics of a mobile's behavior. This includes default room behavior, and how it is treated by certain spells.

  • Edible - The mob's bodyparts can be eaten
  • Poison - If the mob's bodyparts are eaten, they are poisonous, If the mob has fangs, they inject poison when biting
  • Magical - The mob is magical. Magical creatures double the normal alignment changes when killed.
  • Instant Decay - The mob does not leave a corpse or bodyparts
  • Sentient - The mob is free-thinking. Eating it will result in a cannibal flag. There are many things sentient mobs can do, that non-sentient (animals or plants) cannot
  • Snake - Mob has default snake behavior
  • Rodent - Mob has default rodent behavior
  • Lizard - Mob has default lizard behavior
  • Bird Chirp - Mob has default songbird behavior
  • Bird Squark - Mob has default squarking bird behavior
  • Insect Flying - Mob has default flying insect behavior
  • Insect Non-Flying - Mob has default non-flying insect behavior
  • Mammal Carnivore - Mob has basic carnivore behavior
  • Mammal Herbivore - Mob has basic herbivore behavior
  • Monster Carnivore - Mob has basic carnivore behavior
  • Monster Herbivore - Mob has basic herbivore behavior
  • Sleep Night - Mob goes to sleep at night
  • Sleep Day - Mob goes to sleep during the day
  • Plant - Mob is a plant
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Immunity/Resistance/Vulnerability Flags

These flags provide complete immunity, partial resistance, or increased vulnerability to certain damage types or effects. This extends to damage received, and saving throws. These can be placed on a mobile or on an object that grants the ability to its wearer.

  • Summon
  • Charm
  • Magic - This is any non-pierce, bash, or slashing type
  • Weapon - This is bash, pierce, and slash combined
  • Bash
  • Pierce
  • Slash
  • Fire
  • Cold
  • Lightning
  • Acid
  • Poison
  • Negative
  • Holy
  • Energy
  • Mental
  • Disease - A mob immune to disease can still carry a disease
  • Drowning - This doesn't do anything
  • Light
  • Sound
  • Stoning
  • Scry
  • Blinding
  • Wood
  • Silver
  • Iron
  • Quest
  • Bind
  • Flee
  • - Makes it so the mob cannot be fled from
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Wear Flags

Wear flags determine where a given object can be worn. The take flag is special, in that if it is not set, the item cannot be picked up at all.

  • Take - Item can be picked up
  • Finger - Item can be worn on a finger
  • Neck - Item can be worn around the neck
  • Torso -Item can be worn on the torso (armor location)
  • Head - Item can be worn on the head (armor location)
  • Legs - Item can be worn on the legs (armor location)
  • Feet - Item can be worn on the feet (armor location)
  • Hands - Item can be worn on the hands (armor location)
  • Arms - Item can be worn on the arms (armor location)
  • Shield - Item can be used a shield (armor location)
  • Body (about) - Iten can be worn about the body
  • Waist - Item can be worn around the waist
  • Wrist - Item can be worn on the wrist
  • Wield - Item can be wielded (weapons only)
  • Hold - Item can be held
  • Float - Item floats
  • Hero Only - Only hero's can wear this item
  • Medal - Item is a medal. Currently, only the clanmedallion is allowed to use this location.
  • Ear - Item can be worn on ear(s)
  • Eyes - Item can be worn on eyes
  • Male - Item can only be worn by males
  • Female - Item can only be worn by females
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Object Flags

Object Flags define specific properties of objects in general.

  • Glow - Item is glowing. While not a light source, it can be seen in dark rooms.
  • Hum - Item hums.
  • Dark - Item has bad karma.
  • Imm Token - Item is an immortal's token. Each imm may only make one token.
  • Evil - Item had a red, evil aura.
  • Invis - Item is invisible.
  • Magic - Item is magical, and has an pink aura to those with detect magic.
  • No Drop - Item cannot be dropped. This is a form of curse.
  • Bless - Item is blessed, and has a blue aura.
  • Anti Good - Item cannot be equipped by good aligned people.
  • Anti Evil - Item cannot be equipped by evil aligned people.
  • Anti Neutral - Item cannot be equipped by neutral aligned people.
  • No Remove - Item cannot be removed. This is a form of curse.
  • No Restring - Item cannot be restrung by players.
  • No Auction - Item cannot be auctioned.
  • No Purge - Item cannot be purged. Use with care, this is a pain.
  • Rot Death - Item is destroyed on the death of its owner.
  • Vis Death - Item becomes visible only after its original owner dies.
  • No Sac - Item cannot be sacrificed. Items that cannot be picked up cannot be sacrificed either.
  • Room Light - Item counts as a light source if it is in a room. (as opposed to being carried, or in a container)
  • No Locate - Item cannot be located with 'locate object'.
  • Melt Drop - Item vanishes if dropped, or given to someone.
  • Sell Extract - Item is removed from game if sold.
  • Rot Use - Item vanishes after use.
  • Burn Proof - Item cannot be burned by fire or acid.
  • No Uncurse - Item cannot be uncursed.
  • No Save - Item will not save. Does not work for items containing other items.
  • Shiny - Item will reflect stoning gazes, if a shield or worn on head/eyes.
  • No Ident - Item cannot be identified.
  • Unseen - Item cannot be seen in the room.
  • Hidden - Item is hidden in a room. This flag is removed when someone gets the item.
  • No Break - Item will not break in combat.
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Weapon Flags

Weapon flags add characteristics to a weapon, or ammunition.

  • Flaming - The weapon adds fire damage, and a chance to burn items.
  • Frost - The weapon adds cold damage, and a chance to freeze items.
  • Vampiric - The weapon drains some of the victim's HP, giving them to the wielder. This drops the wielder's alignment.
  • Sharp - The weapon does extra damage after bypassing any armor.
  • Vorpal - The weapon ignores armor.
  • Two Hands - The weapon requires 2 hands to use, but gets double strength bonuses.
  • Shocking - The weapon adds electrical damage, and a chance to fuse items.
  • Poison - The weapon is poisoned.
  • Throwable - The weapon can be thrown.
  • Holy - If wielded by a good character, the weapon does extra damage to evil people, of type holy.
  • Unholy - If wielded by an evil character, the weapon does extra damage to good people, of type Negative.
  • Energy Drain - The weapon drains the victim's mana, giving it to the wielder. This lowers the wielder's alignment.
  • Force Good - The weapon raises the wielder's alignment.
  • Force Neutral - The weapon neutrals the wielder's alignment.
  • Force Evil - The weapon lowers the wielder's alignment.
  • Force Chaos - The weapon has a chance to randomize the wielder's alignment.
  • Bastard - The weapon can be used with one hand (small -hit penalty), or two hands (double strength bonuses).
  • Boomerang - If the weapon misses in a ranged attack, it returns the the attacker.
  • Acidic - The weapon adds acid damage, and a chance to corrode items.
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Furniture Flags

Furniture flags define properties used by furntiure and furniturecontainer items. For each verb, only one flag may be selected. These are fairly self explanatory. If no flag is selected for a given verb, then that position cannot be taken with this furniture.

  • Stand At
  • Stand On
  • Stand In
  • Sit At
  • Sit On
  • Sit In
  • Rest At
  • Rest On
  • Rest In
  • Sleep At
  • Sleep On
  • Sleep In
  • Put At - I don't think this does anything.
  • Put On - I don't think this does anything.
  • Put In - I don't think this does anything.
  • Pu Inside - I don't think this does anything.
  • Lay At
  • Lay On
  • Lay In
  • Weather - While using this furniute, the effects of weather on skills and spell-casting are removed.
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Container Flags

Container flags define properties used by containers and furniturecontainer items.

  • Closable - This container can be closed.
  • Pickproof - This container cannot be lockpicked.
  • Closed - This container is closed. This setting is reset with zone-resets for containers found in rooms.
  • Locked - This container is locked. This setting is reset with zone-resets for containers found in rooms.
  • Put On - The items are put on the container, not inside it.
  • Storage - This is a storage chest. Do not set this.
  • Keyring - The container is a keyring, and can be used for key storage.
  • Trap - The container is trapped. This setting is reset with zone-resets for contaners found in rooms.
  • Clanstorage - This is a clan chest. Do not set this flag.
  • Put Under - The items are put under the container, not inside it.
  • Put Behind - The items are put behind the container, not inside it.
  • Window - The contents of the container can be seen, even if the container itself is closed.
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Portal Flags

Portal flags define properties for portals (gates).

  • Normal Exit - The portal uses standard 'enters' messages.
  • No Curse - The portal won't allow cursed players through.
  • Go With - The portal travels with the player. This always happens with portals that are worn.
  • Buggy - The portal goes to a random place 5% of the time.
  • Random - The portal goes to a random location on the continent it is used on.
  • Random Zone - The portal goes to a random room in the zone it is used in.
  • Recall - The portal can be used in no-recall rooms. This flag MAY NOT be put on portable portals.
  • Sleep - The portal is triggered by sleeping on it, not entering it.
  • Special Exit - The portal uses special messages.
  • Password - Used in conjunction with spec_password, this flag makes the password the only way to use the portal.
  • Furniture - The user must be on a piece of furniture to use the portal.
  • Add Hp - The gate restores some hitpoints when used.
  • Lose Hp - The gate removes some hitpoints when used.
  • Add Mana - The gate restores some mana when used.
  • Lose Mana - The gate removes some mana when used.
  • Add Tired - The gate restores some moves when used.
  • Lose Tired - The gate removes some moves when used.
  • Disorient - The gate adds some command lag when used.
  • Random Wilderness - The gate leads to a random wilderness location.
  • No Antrippan - Antrippan Characters cannot use this portal.
  • No Lensmoorian - Lensmoorian characters cannot use this portal.
  • Usable - The password on this portal can be used with the USE command.
  • To Lensmoor - For random wilderness: random wilderness room chosen will be on Lensmoor.
  • To Antrippa - For random wilderness: random wilderness room chosen will be on Antrippa.
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Switch Flags

Switch flags define the behavior of switches.

  • Move - The switch uses the move command.
  • Lift - The switch uses the lift command.
  • Push - The switch uses the push command.
  • Pull - The switch uses the pull command.
  • Turn - The switch uses the turn command.
  • Exit - The switch opens an exit.
  • Trap Door - When the exit opens, the opener is forced through it.
  • Light - The switch activates the lights.
  • Hide - The switch removes the very hidden flag from an exit.
  • Message - The switch defines its own message.
  • Mover - The character is forced through the exit, with no message.
  • Toggle - The switch remembers a state, and activating it multiple times reverses its action.
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Shop Flags

Shop flags modify the behavior of shops.

  • NoPersecute - The shopkeeper will not refuse service based on race or charisma.
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Vehicle Flags

Vehicle flags define properties of a vehicle.

  • Inherit - The internal vehicle room inheirits room flags from the room the vehicle is in.
  • Drive - The vehicle can be driven by someone inside it.
  • Path - The vehicle has a path defined to trave along
  • Embark - The vehicle can use the Embark command to start travelling a path.
  • Closable - The vehicle can be opened or closed
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