Eden Editor: Object Categorization: Difference between revisions
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==== Faction ==== | ==== Faction ==== | ||
Example configuration: | Example configuration: | ||
faction= " | faction = "OPF_F"; | ||
{| class="wikitable sortable" | |||
! Class | |||
! Display Name | |||
! Side | |||
|- | |||
| <tt>OPF_F</tt> | |||
| ''CSAT'' | |||
| OPFOR | |||
|- | |||
| <tt>OPF_G_F</tt> | |||
| ''FIA'' | |||
| OPFOR | |||
|- | |||
| <tt>BLU_F</tt> | |||
| ''NATO'' | |||
| BLUFOR | |||
|- | |||
| <tt>BLU_G_F</tt> | |||
| ''FIA'' | |||
| BLUFOR | |||
|- | |||
| <tt>IND_F</tt> | |||
| ''AAF'' | |||
| Independent | |||
|- | |||
| <tt>IND_G_F</tt> | |||
| ''FIA'' | |||
| Independent | |||
|- | |||
| <tt>CIV_F</tt> | |||
| ''Civilians'' | |||
| Civilian | |||
|} | |||
==== Subcategory ==== | ==== Subcategory ==== | ||
Example configuration: | Example configuration: |
Revision as of 17:57, 3 February 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
Characters and Vehicles
Faction
Example configuration:
faction = "OPF_F";
Class | Display Name | Side |
---|---|---|
OPF_F | CSAT | OPFOR |
OPF_G_F | FIA | OPFOR |
BLU_F | NATO | BLUFOR |
BLU_G_F | FIA | BLUFOR |
IND_F | AAF | Independent |
IND_G_F | FIA | Independent |
CIV_F | Civilians | Civilian |
Subcategory
Example configuration:
editorSubcategory = "EdSubcat_AAs";
Class | Display Name | Contents |
---|---|---|
EdSubcat_AAs | Anti-Air | Vehicles specifically equipped for neutralizing air threats. |
EdSubcat_APCs | APCs | Vehicles which were designed as Armored Vehicle Carriers. A tank with passenger seats (e.g., M4A2 Slammer) is not an APC, because such functionality is not its main purpose. |
EdSubcat_Artillery | Artillery | Vehicles which were designed to engage distant targets. Generally reserved only with vehicles where gunner can access the ballistic computer. |
EdSubcat_Boats | Boats | Naval vehicles. |
EdSubcat_Cars | Cars | Lightly armored wheeled vehicles. |
EdSubcat_Drones | Drones | Vehicles which doesn't need crew and are controlled using UAV interface. |
EdSubcat_Helicopters | Helicopters | Rotary wing aircrafts. |
EdSubcat_Personnel | Men | Default characters folder. |
EdSubcat_Personnel_African | Men (African) | Civilians with African identity sets. |
EdSubcat_Personnel_Asian | Men (Asian) | Civilians with Asian identity sets. |
EdSubcat_Personnel_Camo_Arctic | Men (Arctic) | Characters in arctic (snow) camouflage uniforms. |
EdSubcat_Personnel_Camo_Arid | Men (Arid) | Characters in arid camouflage uniforms. |
EdSubcat_Personnel_Camo_Desert | Men (Desert) | Characters in desert camouflage uniforms. |
EdSubcat_Personnel_Camo_Jungle | Men (Jungle) | Characters in jungle camouflage uniforms. |
EdSubcat_Personnel_Camo_Urban | Men (Urban) | Characters in urban camouflage uniforms. |
EdSubcat_Personnel_Camo_Woodland | Men (Woodland) | Characters in woodland camouflage uniforms. |
EdSubcat_Personnel_European | Men (European) | Civilians with European identity sets. |
EdSubcat_Personnel_SpecialForces | Men (Special Forces) | Characters with special purpose (e.g., recon, snipers, divers, etc.) |
EdSubcat_Personnel_Story | Men (Story) | Special story characters, usually with specific names and identities already assigned. |
EdSubcat_Personnel_VR | Men (Virtual Reality) | Virtual characters. |
EdSubcat_Planes | Planes | Fixed wing aircrafts. |
EdSubcat_Submersibles | Submersibles | Vehicles operating underwater. |
EdSubcat_Tanks | Tanks | Armored vehicles with main purpose to neutralize other armored vehicles. |
EdSubcat_Targets | Targets | Virtual targets for AI. |
EdSubcat_Turrets | Turrets | Static weapons, e.g., fixed machine guns or mortars. This subcategory has priority over others (e.g., mortar is an artillery as well, but it's a turret first). |
Props
Category
Example configuration:
editorCategory = "EdCat_Animals";
Class | Display Name | Contents |
---|---|---|
EdCat_Animals | Animals | Animals, i.e., objects inherited from class Animal. |
EdCat_Default | Other | Default category where unsorted objects belong. Ideally, you should never use it and pick one of the more specific categories instead. |
EdCat_Equipment | Equipment | Character equipment (i.e., uniforms, vests, backpacks and headgear) which player can pick. Usually inherited from weapon class WeaponHolder and vehicle class Backpack. |
EdCat_Fences | Fences | Fence is defined as a structure that encloses an area, typically outdoors, and is usually constructed from posts that are connected by boards, wire, rails or netting.[1] A fence differs from a wall in not having a solid foundation along its whole length. Includes matching gates and corner elements. |
EdCat_Furniture | Furniture | Furniture is defined as the movable objects intended to support various human activities such as seating (e.g., chairs, stools and sofas) and sleeping (e.g., beds) |
EdCat_Ruins | Ruins | Ruins of objects categorized in Structures class. Not destroyed vehicles, they should be placed in Wrecks. |
EdCat_Ruins_Altis | Ruins (Altis) | Ruins of objects categorized in Structures (Altis) class. |
EdCat_Ruins_Tanoa | Ruins (Tanoa) | Ruins of objects categorized in Structures (Tanoa) class. |
EdCat_Signs | Signs | Signs, wall and ground decals and helper objects. |
EdCat_Structures | Structures | Immovable man-made objects, like buildings, industrial objects or utility network. |
EdCat_Structures_Altis | Structures (Altis) | Structures belonging specifically to Altis (i.e., Mediterranean) themed terrains. |
EdCat_Structures_Tanoa | Structures (Tanoa) | Structures belonging specifically to Tanoa (i.e., Pacific) themed terrains. |
EdCat_Supplies | Supplies | Equipment containers which can store weapons, magazines, items and equipment. Used for cargo crates, equipment which are visualized directly (e.g., specific rifle) belong to Equipment and Weapon Attachmentsand Weapons categories. |
EdCat_Things | Things | Movable man-made objects. |
EdCat_VRObjects | VR Objects | Virtual Reality themed objects, including structures and walls (this category has larger priority than others). |
EdCat_Walls | Walls | Objects for area enclosure with solid foundation. Includes matching gates and corner elements. |
EdCat_WeaponAttachments | Weapon Attachments | Weapon attachments which player can pick. Usually inherited from class WeaponHolder. |
EdCat_Weapons | Weapons | Weapons attachments which player can pick. Usually inherited from class WeaponHolder. |
EdCat_Wrecks | Wrecks | Destroyed vehicles. Should use the subcategories as unamaged vehicles have. |
Subcategory
Example configuration:
editorSubcategory = "EdSubcat_Advertisements";
Class | Display Name | Intended Category | Contents |
---|---|---|---|
EdSubcat_Advertisements | Advertisements | Signs | Company signs and billboards. |
EdSubcat_Airports | Airport | Airport themed objects. | |
EdSubcat_Aquatic | Aquatic | Animals | Aquatic animals (e.g., fish, sharks or turtles) |
EdSubcat_AssaultRifles | Assault Rifles | Weapons | Assault rifles which can be picked up from the ground. |
EdSubcat_Avian | Avian | Animals | Avian animals (e.g., birds) |
EdSubcat_Backpacks | Backpacks | Equipment | Backpacks which can be picked up from the ground. |
EdSubcat_Beach | Beach | Beach themed objects. | |
EdSubcat_BlankSigns | Blanks | Signs | Blank signs to which deigner can map a texture using setObjectTexture. |
EdSubcat_Blocks | Blocks | VR Objects | Virtual Reality blocks. |
EdSubcat_BottomSlot | Bipods | Weapon Attachments | Weapon attachments which can be picked up from the ground. |
EdSubcat_Camping | Camping | Objects with touristic and camping theme. | |
EdSubcat_Cemetery | Cemetery | Cemetery themed objects. | |
EdSubcat_Chemlights | Chemlights | Equipment | Chemlights which can be picked up from the ground. |
EdSubcat_ConstructionSites | Construction Sites | Construction themed objects. | |
EdSubcat_Decals | Decals | Signs | Semi-transparent flat signs which can be placed on the ground or on walls. |
EdSubcat_Default | Other | Defaul subcategory. Ideally, you should never use it and pick one of the more specific subcategories instead. | |
EdSubcat_DismantledWeapons | Dismantled Weapons | Equipment | Backpacks with dismantled weapons (e.g., mortar) which can be picked up from the ground. |
EdSubcat_Electronics | Electronics | Electronics and appliances. | |
EdSubcat_Explosives | Explosives | Weapons | Explosives and mines which can be picked up from the ground. They are inventory items, not explosives that can be immediatelly detonated. |
EdSubcat_Flags | Flags | Signs | Flags on a flagpole. |
EdSubcat_Food | Food | Food related objects. | |
EdSubcat_FrontSlot | Suppressors | Weapon Attachments | Front slot attachments which can be picked up from the ground. |
EdSubcat_Garbage | Junk | Garbage and junk themed objects. | |
EdSubcat_Graffiti | Graffiti | Signs | Graffiti themed decals which can be placed on a wall. |
EdSubcat_Hats | Hats | Equipment | Hats which can be picked up from the ground. |
EdSubcat_Helipads | Helipads | Signs | Landing zone decals which can be placed on the ground. |
EdSubcat_Helmets | Helmets | Equipment | Helmets which can be picked up from the ground. |
EdSubcat_Helpers | Helpers | Signs | Abstract helper symbols and marks. |
EdSubcat_Historical | Historical | Historical objects, e.g., ancient or medieval themed objects. | |
EdSubcat_Industrial | Industrial | Industrial themed objects. | |
EdSubcat_Intel | Intel | Intel items, e.g., documents or maps. | |
EdSubcat_InventoryItems | Inventory Items | Equipment | Misc inventory items which can be picked up from the ground. |
EdSubcat_Lamps | Lamps | Lamps illuminating their surroundings. | |
EdSubcat_Launchers | Launchers | Weapons | Rocket launchers which can be picked up from the ground. |
EdSubcat_MachineGuns | Machine Guns | Weapons | Machine guns which can be picked up from the ground. |
EdSubcat_Machines | Machines | Various machines and devices. | |
EdSubcat_Magazines | Magazines | Magazines which can be picked up from the ground. | |
EdSubcat_Market | Market | Outdoor market themed objects. | |
EdSubcat_Medicine | Medicine | Healthcare themed objects. | |
EdSubcat_Military | Military | Military themed objects. | |
EdSubcat_Obstacles | Obstacles | Infantry and vehicle obstacles, mainly for training courses. | |
EdSubcat_Office | Office | Office themed objects. | |
EdSubcat_Pistols | Pistols | Weapons | Handguns which can be picked up from the ground. |
EdSubcat_Posters | Posters | Signs | Posters which can be placed on a wall. |
EdSubcat_Racing | Racing | Racing themed objects. | |
EdSubcat_Religious | Religious | Religious objects, with specific religion undefined. | |
EdSubcat_Residential_City | City | City themed objects. | |
EdSubcat_Residential_Village | Village | Village themed objects. | |
EdSubcat_RoadSigns | Road Signs | Road signs and barriers. | |
EdSubcat_Seaports | Seaport | Seaport themed objects. | |
EdSubcat_Services | Services | Commercial zone objects. | |
EdSubcat_ShootHouse | Shoot House | Objects with a theme of plywood training shoot house. | |
EdSubcat_Shops | Shop | Shop themed objects. | |
EdSubcat_SideSlot | Accessories | Weapon Attachments | Side attachments which can be picked up from the ground. |
EdSubcat_SniperRifles | Sniper & Marksmen Rifles | Weapons | Sniper rifles which can be picked up from the ground. |
EdSubcat_Sports | Sport & Recreation | Sport and recreation themed objects. | |
EdSubcat_Storage | Storage | Storage facilities and objects. Not weapon and equipment storage. | |
EdSubcat_SubMachineGuns | SMGs | Weapons | Sub-machine guns which can be picked up from the ground. |
EdSubcat_Terrestrial | Terrestrial | Animals | Terrestrial animals (e.g., dog or rabbit). |
EdSubcat_Tools | Tools | Tools and small devices. | |
EdSubcat_TopSlot_Collimators | Collimator Sights | Weapon Attachments | Collimator sight attachments which can be picked up from the ground. |
EdSubcat_TopSlot_Optics | Optic Sights | Weapon Attachments | Optic sight attachments which can be picked up from the ground. |
EdSubcat_Trains | Trains | Railroad themed objects. | |
EdSubcat_Transportation | Transportation | Transportation themed objects. | |
EdSubcat_Uniforms | Uniforms | Equipment | Uniforms which can be picked up from the ground. |
EdSubcat_Utilities | Utilities | Utility objects, e.g., power, gas or water distribution. | |
EdSubcat_Vests | Vests | Equipment | Vests which can be picked up from the ground. |
EdSubcat_WarningSigns | Warnings | Signs | Warning signs. |