Eden Editor: Group: Difference between revisions
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[[Category:Eden Editor: Asset Types|Group]] | [[Category:Eden Editor: Asset Types|Group]] |
Revision as of 13:27, 1 June 2020
A group is a composition of characters which are linked together in a command structure.
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 Automatic Grouping attribute in the editor preferences.
A group always has a leader who is able to issue orders to others. Usually, the highest ranking character is the leader, and if he dies, the second highest ranking character takes his place.
You can manually change it using the grouping connection. The character you connect others to will become the leader.
The group side decides its relation to other groups, e.g., characters in BLUFOR groups will engage those in OPFOR groups.
A character inherits the group side, even when its own is different. For example, an OPFOR character grouped to the BLUFOR group will be BLUFOR as well.
A group is represented by an icon hovering above the leader's position. The lone characters do not have the icon visible unless they are selected.
Clicking on the icon will select all the group members.
When zoomed out, the icons of the nearby group members are stacked together with the group icon.
In the entity list, a group is shown 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 character to 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 | String |
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 | Bool |
Delete when Empty | State | Automatically delete the group when it's empty.
Note: Deletion is not immediate. |
garbageCollectGroup | Bool |