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:
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| ships | planets | beams |
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| pulses | missiles | asteroids |