Eden Editor: Object Categorization: Difference between revisions
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m (Str moved page Category:Eden Editor: Object Categorization to Eden Editor: Object Categorization) |
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<syntaxhighlight lang="cpp"> | <syntaxhighlight lang="cpp"> | ||
// MODE | // MODE | ||
// All objects are configured in CfgVehicles (even those which are not vehicles) | // All objects are configured in CfgVehicles (even those which are not technically vehicles) | ||
class CfgVehicles | class CfgVehicles | ||
{ | { | ||
Line 20: | Line 20: | ||
{ | { | ||
// SUBMODE | // SUBMODE | ||
// The side decides under which submode is the object sorted | // The side decides under which submode (e.g., BLUFOR) is the object sorted | ||
// | // When the class doesn't inherit from AllVehicles or its child classes (e.g., Car), | ||
// the side is ignored and the object will be a Prop | |||
side = 1; | side = 1; | ||
Revision as of 16:07, 25 January 2016
Hierarchy
Mode Sorting
- Mode - All objects placed in Objects mode
- Submode - Characters and vehicles are sorted per side (e.g., BLUFOR), the rest is under Props
Object Sorting
- Category - the topmost tree hierarchy item. Characters and vehicles are usually sorted by faction (e.g., NATO), while props are sorted by some shared functionality (e.g., Furniture)
- Subcategory - more detailed categorization specific to the main category.
- Object - the object asset which can be actually placed. Identified by an icon; categories don't have one.
Configuration
For the list of all config properties, see CfgVehicles Config Reference
// MODE
// All objects are configured in CfgVehicles (even those which are not technically vehicles)
class CfgVehicles
{
class MyObject: Car
{
// SUBMODE
// The side decides under which submode (e.g., BLUFOR) is the object sorted
// When the class doesn't inherit from AllVehicles or its child classes (e.g., Car),
// the side is ignored and the object will be a Prop
side = 1;
// CATEGORY
// Two ways how to set it exist. When both are present, editorCategory has priority.
editorCategory = "MyCategory"; // Class from CfgEditorCategories. Usually used for props.
faction = "MyCategory"; // Class from CfgFactionClasses. Usually used for characters and vehicles.
// SUBCATEGORY
// Two ways how to set it exist. When both are present, editorSubcategory has priority.
editorSubcategory = "MySubcategory"; // Class from CfgEditorSubcategories. Should be used everywhere.
vehicleClass = "MySubcategory"; // Class from CfgVehicleClasses. Depreciated, should not be used anymore.
};
};
Categories and Subcategories
WIP - list of all available category and subcategory classes will be added here