Eden Editor: Object: Difference between revisions
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| '''Init''' | | '''Init''' | ||
| Object Init | | Object Init | ||
| Expression called upon start. In multiplayer, it's called on every machine and for each player | | 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. | ||
| <tt>Init</tt> | | <tt>Init</tt> | ||
| [[String]] | | [[String]] | ||
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| '''Singleplayer Control''' | | '''Singleplayer Control''' | ||
| Object Control | | Object Control | ||
| Control in singleplayer. When enabled, the character will also be playable in multiplayer (multiplayer control then | | Control in singleplayer. When enabled, the character will also be playable in multiplayer (multiplayer control cannot then be set individually). | ||
| <tt>ControlSP</tt> | | <tt>ControlSP</tt> | ||
| [[Bool]] | | [[Bool]] | ||
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| '''Rank''' | | '''Rank''' | ||
| Object States | | Object States | ||
| Character rank. | | Character rank. When a group leader is killed, the subordinate with the highest rank will take over. | ||
| <tt>rank</tt> | | <tt>rank</tt> | ||
| [[String]] | | [[String]] | ||
Line 121: | Line 121: | ||
| '''Enable Stamina''' | | '''Enable Stamina''' | ||
| Object Special States | | Object Special States | ||
| Set whether the character should | | 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> | | <tt>enableStamina</tt> | ||
| [[Bool]] | | [[Bool]] |
Revision as of 13:08, 14 December 2015
Attributes
Info | Development | |||
---|---|---|---|---|
Name | Category | Description | Class | Type |
Type | Object 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. | ItemClass | String |
Variable Name | Object 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 | Object 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. | Init | String |
Position | Object Transformation | World coordinates in meters. X goes from East to West, Y from South to North and Z is height above terrain. | position | Position3D |
Rotation | Object Transformation | Rotation in degrees. 0 points to North. | rotation | Number |
Placement Radius | Object Transformation | Placement radius in meters. The object will start on a random position within the radius. | placementRadius | Number |
Singleplayer Control | Object Control | Control in singleplayer. When enabled, the character will also be playable in multiplayer (multiplayer control cannot then be set individually). | ControlSP | Bool |
Multiplayer Control | Object Control | Control in multiplayer. All characters with this option enabled will appear in the multiplayer lobby. | ControlMP | Bool |
Role Description | Object Control | Multiplayer role description visible in the multiplayer lobby. When undefined, object type name will be used by default. | description | String |
Lock | Object States | Vehicle lock. Characters outside of the vehicle will be unable to get in and those already inside will be forbidden from leaving. | lock | Number |
Skill | Object States | General AI skill. The attribute doesn't allow decreasing it below 20%, because AI behavior would be too simplified. | skill | Number |
Health / Armor | Object States | Object health / armor. When close to 0%, the object will be destroyed. | Health | Number |
Fuel | Object States | Vehicle fuel | fuel | Number |
Ammunition | Object States | General vehicle ammo state | ammo | Number |
Rank | Object States | Character rank. When a group leader is killed, the subordinate with the highest rank will take over. | rank | String |
Show Model | Object 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). | hideObject | Bool |
Enable Simulation | Object Special States | Enable simulation. When disabled, the object will freeze and ignore any input or collisions. | enableSimulation | Bool |
Enable Damage | Object 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 | Object 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 | Object Identity | Character name, by default automatically generated based on faction. | unitName | String |
Face | Object Identity | Character face. | face | String |
Voice | Object Identity | Radio voice used in group communication (e.g., target reporting). | speaker | String |
Voice Pitch | Object Identity | Voice pitch. Higher number means higher voice. | pitch | Number |
Probability of Presence | Object Presence | Probability of presence evaluated at the scenario start. When it fails, the object is not created at all. | presence | Number |
Condition of Presence | Object Presence | Condition of presence evaluated at the scenario start, must return boolean expression. When false, the object is not created at all. | presenceCondition | String |