Eden Editor: Object: Difference between revisions

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== Attributes ==
== Attributes ==
<onlyinclude>
<onlyinclude>
<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. -->
{| class="wikitable sortable"
{| class="wikitable sortable"
! colspan="3" | Info
! colspan="3" | <big>Info</big>
! colspan="2" | [[Eden Editor: Setting Attributes|Development]]
! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big>
|-
|-
! Name
! Name
Line 12: Line 13:
|-
|-
| '''Type'''
| '''Type'''
| Object Type
| Type
| Object type. Can be changed only to another type of the same side,\ne.g., you can change BLUFOR Car to BLUFOR Helicopter, but not to OPFOR Car or a Prop.
| Object type. Can be changed only to another type of the same side,
| <tt>ItemClass</tt>
e.g., you can change BLUFOR Car to BLUFOR Helicopter, but not to OPFOR Car or a Prop.
| <small><tt>ItemClass</tt></small>
| [[String]]
| [[String]]
|-
|-
| '''Variable Name'''
| '''Variable Name'''
| Object Init
| Init
| Unique system name. Can contain only letters, numbers and underscore. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables.
| Unique system name. Can contain only letters, numbers and underscore. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables.
| <tt>Name</tt>
| <small><tt>Name</tt></small>
| [[String]]
| [[String]]
|-
|-
| '''Init'''
| '''Init'''
| Object Init
| Init
| Expression called upon start. In multiplayer, it's called on every machine and for each player that joins in progress. Variable 'this' refers to the affected object.
| Expression called upon at start. In multiplayer, it is called on every machine and for each player who joins in the progress. The variable 'this' refers to the affected object.
| <tt>Init</tt>
| <small><tt>Init</tt></small>
| [[String]]
| [[String]]
|-
|-
| '''Position'''
| '''Position'''
| Object Transformation
| Transformation
| World coordinates in meters. X goes from East to West, Y from South to North and Z is height above terrain.
| World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain.
| <tt>position</tt>
| <small><tt>position</tt></small>
| [[Position3D]]
| [[Position3D]]
|-
|-
| '''Rotation'''
| '''Rotation'''
| Object Transformation
| Transformation
| Rotation in degrees. 0 points to North.
| Local rotation in degrees. X is pitch, Y is roll and Z is yaw.
| <tt>rotation</tt>
| <small><tt>rotation</tt></small>
| [[Number]]
| [[Number]]
|-
|-
| '''Placement Radius'''
| '''Placement Radius'''
| Object Transformation
| Transformation
| Placement radius in meters. The object will start on a random position within the radius.
| Placement radius in meters. The entity will start at a random position within the radius.
| <tt>placementRadius</tt>
| <small><tt>placementRadius</tt></small>
| [[Number]]
| [[Number]]
|-
|-
| '''Singleplayer Control'''
| '''Player'''
| Object Control
| Control
| Control in singleplayer. When enabled, the character will also be playable in multiplayer (multiplayer control cannot then be set individually).
| Player in singleplayer. When enabled, the character will also be available in multiplayer and team switch ('Playable' status cannot be disabled individually in such case).
| <tt>ControlSP</tt>
| <small><tt>ControlSP</tt></small>
| [[Bool]]
| [[Bool]]
|-
|-
| '''Multiplayer Control'''
| '''Playable'''
| Object Control
| Control
| Control in multiplayer. All characters with this option enabled will appear in the multiplayer lobby.
| When enabled, the character will appear as a slot in the multiplayer scenario lobby and in the list of roles available for team switch.
| <tt>ControlMP</tt>
| <small><tt>ControlMP</tt></small>
| [[Bool]]
| [[Bool]]
|-
|-
| '''Role Description'''
| '''Role Description'''
| Object Control
| Control
| Multiplayer role description visible in the multiplayer lobby. When undefined, object type name will be used by default.
| Multiplayer role description visible in the multiplayer lobby. When undefined, the object type name will be used by default.
| <tt>description</tt>
| <small><tt>description</tt></small>
| [[String]]
| [[String]]
|-
|-
| '''Lock'''
| '''Lock'''
| Object States
| States
| Vehicle lock. Characters outside of the vehicle will be unable to get in and those already inside will be forbidden from leaving.
| Vehicle lock. When locked, characters outside of the vehicle will be unable to get in and those already inside will be forbidden from leaving.
| <tt>lock</tt>
Available options:
* '''Unlocked''' - Anyone can get in
* '''Default''' - Group leaders and anyone who was ordered in by their group leader can get in
* '''Locked''' - No one can get in
* '''Locked for players''' - Anyone except for players can get in
 
| <small><tt>lock</tt></small>
| [[Number]]
| [[Number]]
|-
|-
| '''Skill'''
| '''Skill'''
| Object States
| States
| General AI skill. The attribute doesn't allow decreasing it below 20%, because AI behavior would be too simplified.
| General AI skill. The attribute does not allow for decreasing it below 20%, because AI behavior would be too simplified.
| <tt>skill</tt>
| <small><tt>skill</tt></small>
| [[Number]]
| [[Number]]
|-
|-
| '''Health / Armor'''
| '''Health / Armor'''
| Object States
| States
| Object health / armor. When close to 0%, the object will be destroyed.
| Object health / armor. When close to 0%, the object will be destroyed.
| <tt>Health</tt>
| <small><tt>Health</tt></small>
| [[Number]]
| [[Number]]
|-
|-
| '''Fuel'''
| '''Fuel'''
| Object States
| States
| Vehicle fuel
| Vehicle fuel.
| <tt>fuel</tt>
| <small><tt>fuel</tt></small>
| [[Number]]
| [[Number]]
|-
|-
| '''Ammunition'''
| '''Ammunition'''
| Object States
| States
| General vehicle ammo state
| General vehicle ammo state.
| <tt>ammo</tt>
| <small><tt>ammo</tt></small>
| [[Number]]
| [[Number]]
|-
|-
| '''Rank'''
| '''Rank'''
| Object States
| States
| Character rank. When a group leader is killed, the subordinate with the highest rank will take over.
| Character rank. When a group leader is killed, the subordinate with the highest rank will take over.
| <tt>rank</tt>
Available options:
* '''Private'''
* '''Corporal'''
* '''Sergeant'''
* '''Lieutenant'''
* '''Captain'''
* '''Major'''
* '''Colonel'''
 
| <small><tt>rank</tt></small>
| [[String]]
| [[String]]
|-
|-
| '''Show Model'''
| '''Show Model'''
| Object Special States
| Special States
| Show model and collisions. When disabled, the object will be simulated normally (e.g., soldiers will still be able to move and shoot).
| Show model and collisions. Even when disabled, the object will be simulated normally (e.g., soldiers will still be able to move and shoot).
| <tt>hideObject</tt>
| <small><tt>hideObject</tt></small>
| [[Bool]]
| [[Bool]]
|-
|-
| '''Enable Simulation'''
| '''Enable Simulation'''
| Object Special States
| Special States
| Enable simulation. When disabled, the object will freeze and ignore any input or collisions.
| Enable simulation. When disabled, the object will freeze and ignore any input or collisions.
| <tt>enableSimulation</tt>
| <small><tt>enableSimulation</tt></small>
| [[Bool]]
| [[Bool]]
|-
|-
| '''Enable Damage'''
| '''Enable Damage'''
| Object Special States
| Special States
| Set if the object can receive any damage. When a vehicle is invincible, its crew can still be killed.
| Set if the object can receive any damage. When a vehicle is invincible, its crew can still be killed.
| <tt>allowDamage</tt>
| <small><tt>allowDamage</tt></small>
| [[Bool]]
| [[Bool]]
|-
|-
| '''Enable Stamina'''
| '''Enable Stamina'''
| Object Special States
| Special States
| Set whether the character should become tired when moving or not. When disabled for player, the stamina bar will be hidden completely.
| Set whether the character should become tired when moving or not. When disabled for player, the stamina bar will be hidden completely.
| <tt>enableStamina</tt>
| <small><tt>enableStamina</tt></small>
| [[Bool]]
| [[Bool]]
|-
|-
| '''Name'''
| '''Name'''
| Object Identity
| Identity
| Character name, by default automatically generated based on faction.
| Character name, by default automatically generated based on faction.
| <tt>unitName</tt>
| <small><tt>unitName</tt></small>
| [[String]]
| [[String]]
|-
|-
| '''Face'''
| '''Face'''
| Object Identity
| Identity
| Character face.
| Character face.
| <tt>face</tt>
| <small><tt>face</tt></small>
| [[String]]
| [[String]]
|-
|-
| '''Voice'''
| '''Voice'''
| Object Identity
| Identity
| Radio voice used in group communication (e.g., target reporting).
| Radio voice used in group communication (e.g., target reporting).
| <tt>speaker</tt>
| <small><tt>speaker</tt></small>
| [[String]]
| [[String]]
|-
|-
| '''Voice Pitch'''
| '''Voice Pitch'''
| Object Identity
| Identity
| Voice pitch. Higher number means higher voice.
| Voice pitch. Higher number means higher voice.
| <tt>pitch</tt>
| <small><tt>pitch</tt></small>
| [[Number]]
| [[Number]]
|-
|-
| '''Probability of Presence'''
| '''Probability of Presence'''
| Object Presence
| Presence
| Probability of presence evaluated at the scenario start. When it fails, the object is not created at all.
| Probability of presence evaluated at the scenario start. When it fails, the object is not created at all.
| <tt>presence</tt>
| <small><tt>presence</tt></small>
| [[Number]]
| [[Number]]
|-
|-
| '''Condition of Presence'''
| '''Condition of Presence'''
| Object Presence
| Presence
| Condition of presence evaluated at the scenario start, must return boolean expression. When false, the object is not created at all.
| Condition of presence evaluated at the scenario start, must return boolean expression. When false, the object is not created at all.
| <tt>presenceCondition</tt>
| <small><tt>presenceCondition</tt></small>
| [[String]]
|-
| '''Equipment Storage'''
| Equipment Storage
| |Contents of inventory storage available in ammo boxes and vehicles.
| <small><tt>ammoBox</tt></small>
| [[String]]
| [[String]]
|}
|}

Revision as of 15:36, 9 February 2016

Attributes

Info Development
Name Category Description Class Type
Type Type Object type. Can be changed only to another type of the same side,

e.g., you can change BLUFOR Car to BLUFOR Helicopter, but not to OPFOR Car or a Prop.

ItemClass String
Variable Name Init Unique system name. Can contain only letters, numbers and underscore. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables. Name String
Init Init Expression called upon at start. In multiplayer, it is called on every machine and for each player who joins in the progress. The variable 'this' refers to the affected object. Init String
Position Transformation World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain. position Position3D
Rotation Transformation Local rotation in degrees. X is pitch, Y is roll and Z is yaw. rotation Number
Placement Radius Transformation Placement radius in meters. The entity will start at a random position within the radius. placementRadius Number
Player Control Player in singleplayer. When enabled, the character will also be available in multiplayer and team switch ('Playable' status cannot be disabled individually in such case). ControlSP Bool
Playable Control When enabled, the character will appear as a slot in the multiplayer scenario lobby and in the list of roles available for team switch. ControlMP Bool
Role Description Control Multiplayer role description visible in the multiplayer lobby. When undefined, the object type name will be used by default. description String
Lock States Vehicle lock. When locked, characters outside of the vehicle will be unable to get in and those already inside will be forbidden from leaving.

Available options:

  • Unlocked - Anyone can get in
  • Default - Group leaders and anyone who was ordered in by their group leader can get in
  • Locked - No one can get in
  • Locked for players - Anyone except for players can get in
lock Number
Skill States General AI skill. The attribute does not allow for decreasing it below 20%, because AI behavior would be too simplified. skill Number
Health / Armor States Object health / armor. When close to 0%, the object will be destroyed. Health Number
Fuel States Vehicle fuel. fuel Number
Ammunition States General vehicle ammo state. ammo Number
Rank States Character rank. When a group leader is killed, the subordinate with the highest rank will take over.

Available options:

  • Private
  • Corporal
  • Sergeant
  • Lieutenant
  • Captain
  • Major
  • Colonel
rank String
Show Model Special States Show model and collisions. Even when disabled, the object will be simulated normally (e.g., soldiers will still be able to move and shoot). hideObject Bool
Enable Simulation Special States Enable simulation. When disabled, the object will freeze and ignore any input or collisions. enableSimulation Bool
Enable Damage Special States Set if the object can receive any damage. When a vehicle is invincible, its crew can still be killed. allowDamage Bool
Enable Stamina Special States Set whether the character should become tired when moving or not. When disabled for player, the stamina bar will be hidden completely. enableStamina Bool
Name Identity Character name, by default automatically generated based on faction. unitName String
Face Identity Character face. face String
Voice Identity Radio voice used in group communication (e.g., target reporting). speaker String
Voice Pitch Identity Voice pitch. Higher number means higher voice. pitch Number
Probability of Presence Presence Probability of presence evaluated at the scenario start. When it fails, the object is not created at all. presence Number
Condition of Presence Presence Condition of presence evaluated at the scenario start, must return boolean expression. When false, the object is not created at all. presenceCondition String
Equipment Storage Equipment Storage Contents of inventory storage available in ammo boxes and vehicles. ammoBox String