Paul, this effect was really helpful. I'd not messed with effects previously except in basic passing and when I did it didn't stick in me.
So I modified the script thus:
fpItem.position = fpItem.position + fpItem.surfNormal * if(fpItem.geomID >= From_ID && fpItem.geomID <= To_ID, (if(UseRadius==0,Z_Offset,fpItem.collisionRadius * -1)), 0);
And added a new parameter UseRadius.
I want to be able to offset the object based on the radius of that object after scaled, but I don't see how this is done via effects. fpItem.collisionRadius is a percentage, so it doesn't work how I need. Is the dimension of the fpItem accessible to the script? None of the Attributes seem to be what I need.
In the example scene, if you turn on random scaling and then want to offset the object so that the base is submerged into the surface area just enough to make sure it's bottom is submerged, how would you do that? The reason is that if the objects are scaled, a static value might not work appropriately as small objects might just get placed entirely below the surface.
Again, thank you for your help.