Eden Editor: Group
A group is a composition of characters which are linked together in a command structure.
General Information
Creation
A group is created when a new character is placed. However, if the character is near another one of the same side, it will be grouped to it instead. This functionality can be disabled using the Automatic Grouping attribute in the editor preferences.
Leader
A group always has a leader who is able to issue orders to the other group members. Usually, the highest ranking character is the leader, and if he dies, the second highest ranking character takes his place. You can manually change the group leader using the grouping connection or the context menu. The character you connect others to will become the leader.
Side
The group side dictates its relation with other groups, e.g. characters in BLUFOR groups will engage those in OPFOR groups. A character inherits the group side, even if its own side is different. For example, an OPFOR character grouped to a BLUFOR group will be BLUFOR as well.
Groups in the Eden Editor
A group is represented by an icon hovering above the leader's position. Lone units do not have the icon visible unless they are selected. Clicking on the icon will select all group members. When zoomed out, the icons of nearby group members are stacked together with the group icon.
In the entity list, a group is represented as a folder with all its members and waypoints placed inside.
Only a whole group can be moved between layers, not its individual members. Dragging one member will move the rest of the group as well.
Sorting characters into logical groups can speed up designing your scenario, make sure to use them well.
Attributes
Info | Development | |||
---|---|---|---|---|
Name | Category | Description | Property | Type |
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 |
Callsign | Init | Group callsign as displayed in the radio chat log. | groupID | String |
Placement Radius | Init | Placement radius in meters. The entity will start at a random position within the radius. | placementRadius | Number |
Combat Mode | State | Controls how and when the group will choose to engage enemy targets.
Available options:
|
combatMode | String |
Behavior | State | Behavior pattern of the group.
Available options:
|
behaviour | String |
Formation | State | Default group formation. Based on the combat mode, group members may ignore the formation in 'Combat' and 'Stealth' modes.
Available options:
|
formation | Number |
SpeedMode | State | Default travel speed of the group. In Combat and Stealth behavior modes, group members will try to prioritize this setting.
Available options:
|
speedMode | String |
Enable Dynamic Simulation | State | Activates dynamic simulation for all characters in the group. | dynamicSimulation | Boolean |
Delete when Empty | State | Automatically delete the group when it is empty.
Note: Deletion is not immediate. |
garbageCollectGroup | Boolean |