Eden Editor: Terminology: Difference between revisions

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! Term
! Term
! Description
! Description
! See Also
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====== AI ======
====== AI ======
| [[#Object|Object]] controlled by the computer. Similar to [[#Character|character]], but not limited to humans (e.g., can include animals).
| [[#Object|Object]] controlled by the computer. Similar to [[#Character|character]], but not limited to humans (e.g., can include animals).
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====== Area Marker ======
====== Area Marker ======
| Special kind of [[#Marker|marker]], which is not represented by an icon, but elliptic or rectangular area.
| Special kind of [[#Marker|marker]], which is not represented by an icon, but elliptic or rectangular area.
| [[Eden Editor: Marker|Marker]]
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====== Area Scaling======
====== Area Scaling======
| Action of [[Eden_Editor:_Area_Scaling|changing size]] of an entity area.
| Action of [[Eden_Editor:_Area_Scaling|changing size]] of an entity area.
| [[Eden Editor: Area Scaling|Area Scaling]]
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====== Asset ======
====== Asset ======
| Content available for [[#Placing|placing]]. Once places, it becomes an [[#Entity|entity]].
| Content available for [[#Placing|placing]]. Once places, it becomes an [[#Entity|entity]].
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====== Asset Sub-type ======
====== Asset Sub-type ======
| Minor categorization of the [[#Asset_Browser|asset browser]]. Available sub-types are based on currently selected [[#Asset_Type|asset type]] (e.g., for [[#Object|objects]], sub-types are sides like BLUFOR, OFPOR, etc.)
| Minor categorization of the [[#Asset_Browser|asset browser]]. Available sub-types are based on currently selected [[#Asset_Type|asset type]] (e.g., for [[#Object|objects]], sub-types are sides like BLUFOR, OFPOR, etc.)
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====== Asset Type ======
====== Asset Type ======
| Major categorization of the [[#Asset_Browser|asset browser]]. Formerly known as ''editing mode'' in the 2D editor. Modes are  [[#Object|objects]], [[#Composition|compositions]], [[#Trigger|triggers]], [[#Waypoint|waypoints]], [[#System|systems]] and [[#Marker|markers]].
| Major categorization of the [[#Asset_Browser|asset browser]]. Formerly known as ''editing mode'' in the 2D editor. Modes are  [[#Object|objects]], [[#Composition|compositions]], [[#Trigger|triggers]], [[#Waypoint|waypoints]], [[#System|systems]] and [[#Marker|markers]].
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====== Asset Browser ======
====== Asset Browser ======
| A list of all assets available for [[#Placing|placing]]. Categorized by [[#Asset_Type|asset type]] and [[#Asset_Sub-type|asset sub-type]].
| A list of all assets available for [[#Placing|placing]]. Categorized by [[#Asset_Type|asset type]] and [[#Asset_Sub-type|asset sub-type]].
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====== Attribute ======
====== Attribute ======
| Individual setting of an entity (e.g., [[#Object|object]] attributes are position, name, fuel, etc.)
| Individual setting of an entity (e.g., [[#Object|object]] attributes are position, name, fuel, etc.)
| [[Eden Editor: Entity Attributes|Attributes]]
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====== Briefing ======
====== Briefing ======
| Text based introduction to the [[#Scenario|scenario]]. It's shown before Scenario phase starts, but only after [[#Intro|intro]] ends. Can be disabled completely.
| Text based introduction to the [[#Scenario|scenario]]. It's shown before Scenario phase starts, but only after [[#Intro|intro]] ends. Can be disabled completely.
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====== Character ======
====== Character ======
| A person, e.g., soldier, civilian, etc. It's a type of [[#Object|object]].
| A person, e.g., soldier, civilian, etc. It's a type of [[#Object|object]].
| [[Eden Editor: Object|Object]]
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====== Composition ======
====== Composition ======
| Collection of [[#Object|objects]]. When the objects are [[#Character|characters]], the composition is also known as [[#Group|group]].
| Collection of [[#Object|objects]]. When the objects are [[#Character|characters]], the composition is also known as [[#Group|group]].
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====== Connecting ======
====== Connecting ======
| Action of [[Eden_Editor:_Connecting|connecting]] one or more entities to another entity, using specific connection type.
| Action of [[Eden_Editor:_Connecting|connecting]] one or more entities to another entity, using specific connection type.
| [[Eden Editor: Connecting|Connecting]]
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====== Context Menu ======
====== Context Menu ======
| Menu opened by clicking '''Right Mouse Button''' on an [[#Entity|entity]]. Will show only options related to selected entities.
| Menu opened by clicking '''Right Mouse Button''' on an [[#Entity|entity]]. Will show only options related to selected entities.
| | [[Eden Editor: Entity Context Menu|Context Menu]]
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====== Entity ======
====== Entity ======
| An editable element. Can be [[#Object|object]], [[#Group|group]], [[#Trigger|trigger]], [[#Waypoint|waypoint]], [[#System|system]] or [[#Marker|marker]]. All entities are represented by an icon in the [[#View|view]] and by an entry in the [[#Entity_List|entity list]]. Before [[#Placing|placing]], an entity is an [[#Asset|asset]] available in the [[#Asset_Browser|asset browser]].
| An editable element. Can be [[#Object|object]], [[#Group|group]], [[#Trigger|trigger]], [[#Waypoint|waypoint]], [[#System|system]] or [[#Marker|marker]]. All entities are represented by an icon in the [[#View|view]] and by an entry in the [[#Entity_List|entity list]]. Before [[#Placing|placing]], an entity is an [[#Asset|asset]] available in the [[#Asset_Browser|asset browser]].
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====== Entity List ======
====== Entity List ======
| A list of all [[#entities|entities|]] currently in the [[#Scenario|scenario]].
| A list of all [[#entities|entities|]] currently in the [[#Scenario|scenario]].
| | [[Eden Editor: Entity List|Entity List]]
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====== Group ======
====== Group ======
| [[Eden Editor: Group|Group]] [[#Entity|entity]] type. A group consists of [[#Character|characters]] and has one leader, who's able to issue orders to others.
| [[Eden Editor: Group|Group]] [[#Entity|entity]] type. A group consists of [[#Character|characters]] and has one leader, who's able to issue orders to others.
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====== Grouping ======
====== Grouping ======
| Action of [[#Connecting|connecting]] one AI [[#Character|character]] to another Character or a [[#Group|group]].
| Action of [[#Connecting|connecting]] one AI [[#Character|character]] to another Character or a [[#Group|group]].
| [[Eden Editor: Connecting|Connecting]]
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====== Intro ======
====== Intro ======
| Opening [[#Phase|phase]] of the [[#Scenario|scenario]], performed before the scenario itself (including [[#Briefing|briefing]]) starts. It's available only in singleplayer and player cannot control it.
| Opening [[#Phase|phase]] of the [[#Scenario|scenario]], performed before the scenario itself (including [[#Briefing|briefing]]) starts. It's available only in singleplayer and player cannot control it.
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====== Logic ======
====== Logic ======
| Dummy [[#System|system]] which doesn't have any existing functionality on its own, but can be used together with other systems.
| Dummy [[#System|system]] which doesn't have any existing functionality on its own, but can be used together with other systems.
| [[Eden Editor: System|System]]
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====== Map ======
====== Map ======
| 2D [[#View|view]] where environment and [[#Entity|entities]] are visible. 3D part of the view is the [[#Scene|scene]].
| 2D [[#View|view]] where environment and [[#Entity|entities]] are visible. 3D part of the view is the [[#Scene|scene]].
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====== Marker ======
====== Marker ======
| [[Eden Editor: Marker]] [[#Entity|entity]] type. Marker is symbol or an [[#Marker_Area|area]] drawn only in the [[#Map|map]].  
| [[Eden Editor: Marker]] [[#Entity|entity]] type. Marker is symbol or an [[#Marker_Area|area]] drawn only in the [[#Map|map]].  
| | [[Eden Editor: Marker|Marker]]
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====== Menu Bar ======
====== Menu Bar ======
| Menus structure which lists almost all available actions and tools with their keyboard shortcuts.
| Menus structure which lists almost all available actions and tools with their keyboard shortcuts.
| [[Eden Editor: Menu Bar|Menu Bar]]
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====== Mission ======
====== Mission ======
| See [[#Scenario|Scenario]]. Mission is an older name which was used until [[Arma 2]], but may still appear in some cases.
| See [[#Scenario|Scenario]]. Mission is an older name which was used until [[Arma 2]], but may still appear in some cases.
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====== Module ======
====== Module ======
| Advanced[[#System|system]] which executes pre-defined functionality (e.g., sector module, save game module, etc.) It can be often configured using custom [[#Attribute|attributes]].
| Advanced[[#System|system]] which executes pre-defined functionality (e.g., sector module, save game module, etc.) It can be often configured using custom [[#Attribute|attributes]].
| [[Eden Editor: System|System]]
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====== Object ======
====== Object ======
| [[Eden Editor: Object|Object]] [[#Entity|entity]] type. It's basic entity type, usually with a model, textures and some sort of simulation (e.g., car, house, etc.) It's further divided to [[#Character|characters]], [[#Vehicle|vehicles]] and [[#Prop|props]].
| [[Eden Editor: Object|Object]] [[#Entity|entity]] type. It's basic entity type, usually with a model, textures and some sort of simulation (e.g., car, house, etc.) It's further divided to [[#Character|characters]], [[#Vehicle|vehicles]] and [[#Prop|props]].
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====== Outro ======
====== Outro ======
| Closing [[#Phase|phase]] of the [[#Scenario|scenario]], performed after the scenario ends. It has Win and Lose versions, only one of them is selected based on outcome of the scenario. It's available only in singleplayer and player cannot control it.
| Closing [[#Phase|phase]] of the [[#Scenario|scenario]], performed after the scenario ends. It has Win and Lose versions, only one of them is selected based on outcome of the scenario. It's available only in singleplayer and player cannot control it.
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====== Phase ======
====== Phase ======
| [[#Scenario|Scenario]] section, launched sequentially in order [[#Intro|Intro]] > Scenario > [[#Outro|Outro]] (either Win or Lose version).  
| [[#Scenario|Scenario]] section, launched sequentially in order [[#Intro|Intro]] > Scenario > [[#Outro|Outro]] (either Win or Lose version).  
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====== Placing ======
====== Placing ======
| Action of [[Eden_Editor:_Entity_Placing|adding]] one or more entities to the [[#Scenario|scenario]] from the [[#Asset_Browser|asset browser]]
| Action of [[Eden_Editor:_Entity_Placing|adding]] one or more entities to the [[#Scenario|scenario]] from the [[#Asset_Browser|asset browser]]
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====== Player ======
====== Player ======
| [[#Character|Character]] controlled by the user once the [[#Scenario|scenario]] starts.
| [[#Character|Character]] controlled by the user once the [[#Scenario|scenario]] starts.
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====== Preview ======
====== Preview ======
| Playing a [[#Scenario|scenario]] from the editor to see how it performs.
| Playing a [[#Scenario|scenario]] from the editor to see how it performs.
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====== Prop ======
====== Prop ======
| Static decoration, e.g., house, chair, etc. It's a type of [[#Object|object]].
| Static decoration, e.g., house, chair, etc. It's a type of [[#Object|object]].
| [[Eden Editor: Object|Object]]
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====== Rotating ======
====== Rotating ======
| Action of changing entity angle around X, Y or Z axis.
| Action of changing entity angle around X, Y or Z axis.
| [[Eden Editor: Entity Rotation|Rotation]]
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Alternatively, Scenario can refer to Scenario [[#Phase|phase]] where all interactive gameplay happens.
Alternatively, Scenario can refer to Scenario [[#Phase|phase]] where all interactive gameplay happens.
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====== Scene ======
====== Scene ======
| 3D [[#View|view]] where environment and [[#Entity|entities]] are visible. 2D part of the view is the [[#Map|map]].
| 3D [[#View|view]] where environment and [[#Entity|entities]] are visible. 2D part of the view is the [[#Map|map]].
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====== Status Bar ======
====== Status Bar ======
| Non-interactive bar providing user with various debugging information.
| Non-interactive bar providing user with various debugging information.
| | [[Eden Editor: Status Bar|Status Bar]]
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====== Synchronizing ======
====== Synchronizing ======
| See [[#Syncing|Syncing]].
| See [[#Syncing|Syncing]].
| [[Eden Editor: Connecting|Connecting]]
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====== Syncing ======
====== Syncing ======
| Action of [[#Connecting|connecting]] one or more [[#Entity|entities]] to another entity using general connection type.
| Action of [[#Connecting|connecting]] one or more [[#Entity|entities]] to another entity using general connection type.
| [[Eden Editor: Connecting|Connecting]]
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====== System ======
====== System ======
| [[Eden Editor: System|System]] [[#Entity|entity]] type. System is a virtual object with specific purpose, and can be a [[#Logic|logic]] or a [[#Module|module]].
| [[Eden Editor: System|System]] [[#Entity|entity]] type. System is a virtual object with specific purpose, and can be a [[#Logic|logic]] or a [[#Module|module]].
| [[Eden Editor: System|System]]
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====== Toolbar ======
====== Toolbar ======
| A bar with icons for quick access to the most commonly used actions and tools. They can also be found in the [[#Menu_Bar|menu bar]].
| A bar with icons for quick access to the most commonly used actions and tools. They can also be found in the [[#Menu_Bar|menu bar]].
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====== Transformation Widget ======
====== Transformation Widget ======
| Interactive helper model for precise [[#Transforming|transformation]], [[#Rotation|rotation]] and [[#Area_Scaling|area scaling]].
| Interactive helper model for precise [[#Transforming|transformation]], [[#Rotation|rotation]] and [[#Area_Scaling|area scaling]].
| [[Eden Editor: Transformation Widget|Transformation Widget]]
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====== Transforming ======
====== Transforming ======
| Action of direct manipulation of entities in the [[#View|view]], can be [[#Translating|translating]], [[#Rotating|rotating]], [[#Area_Scaling|area scaling]] or [[#Connecting|connecting]]
| Action of direct manipulation of entities in the [[#View|view]], can be [[#Translating|translating]], [[#Rotating|rotating]], [[#Area_Scaling|area scaling]] or [[#Connecting|connecting]]
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====== Translating ======
====== Translating ======
| Action of changing X, Y or Z coordinates of an entity.
| Action of changing X, Y or Z coordinates of an entity.
| [[Eden Editor: Entity Translation|Translation]]
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====== Trigger ======
====== Trigger ======
| [[Eden Editor: Trigger|Trigger]] [[#Entity|entity]] type. Trigger is an event called once specific set of conditions is met. It can have a volume and check for presence of [[#Object|objects]] in it.
| [[Eden Editor: Trigger|Trigger]] [[#Entity|entity]] type. Trigger is an event called once specific set of conditions is met. It can have a volume and check for presence of [[#Object|objects]] in it.
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====== Vehicle ======
====== Vehicle ======
| A vehicle, e.g., car, helicopter, etc. It's a type of [[#Object|object]].
| A vehicle, e.g., car, helicopter, etc. It's a type of [[#Object|object]].
| [[Eden Editor: Object|Object]]
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====== View ======
====== View ======
| Representation of scenario environment, can be 3D [[#Scene|scene]] or 2D [[#Map|map]]
| Representation of scenario environment, can be 3D [[#Scene|scene]] or 2D [[#Map|map]]
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====== Waypoint ======
====== Waypoint ======
| [[Eden Editor: Waypoint|Waypoint]] [[#Entity|entity]] type. Waypoint belongs to a [[#Group|group]], and tells it to perform some operation. When the group has multiple waypoints, it will go through them in pre-defined order.
| [[Eden Editor: Waypoint|Waypoint]] [[#Entity|entity]] type. Waypoint belongs to a [[#Group|group]], and tells it to perform some operation. When the group has multiple waypoints, it will go through them in pre-defined order.
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====== Widget ======
====== Widget ======
| See [[#Transformation_Widget|Transformation Widget]].
| See [[#Transformation_Widget|Transformation Widget]].
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Revision as of 16:00, 6 October 2015


A list of commonly used terms related to the Eden Editor documentation.

Term Description See Also
AI
Object controlled by the computer. Similar to character, but not limited to humans (e.g., can include animals).
Area Marker
Special kind of marker, which is not represented by an icon, but elliptic or rectangular area. Marker
Area Scaling
Action of changing size of an entity area. Area Scaling
Asset
Content available for placing. Once places, it becomes an entity.
Asset Sub-type
Minor categorization of the asset browser. Available sub-types are based on currently selected asset type (e.g., for objects, sub-types are sides like BLUFOR, OFPOR, etc.)
Asset Type
Major categorization of the asset browser. Formerly known as editing mode in the 2D editor. Modes are objects, compositions, triggers, waypoints, systems and markers.
Asset Browser
A list of all assets available for placing. Categorized by asset type and asset sub-type.
Attribute
Individual setting of an entity (e.g., object attributes are position, name, fuel, etc.) Attributes
Briefing
Text based introduction to the scenario. It's shown before Scenario phase starts, but only after intro ends. Can be disabled completely.
Character
A person, e.g., soldier, civilian, etc. It's a type of object. Object
Composition
Collection of objects. When the objects are characters, the composition is also known as group.
Connecting
Action of connecting one or more entities to another entity, using specific connection type. Connecting
Context Menu
Menu opened by clicking Right Mouse Button on an entity. Will show only options related to selected entities. Context Menu
Entity
An editable element. Can be object, group, trigger, waypoint, system or marker. All entities are represented by an icon in the view and by an entry in the entity list. Before placing, an entity is an asset available in the asset browser.
Entity List
A list of all entities| currently in the scenario. Entity List
Group
Group entity type. A group consists of characters and has one leader, who's able to issue orders to others.
Grouping
Action of connecting one AI character to another Character or a group. Connecting
Intro
Opening phase of the scenario, performed before the scenario itself (including briefing) starts. It's available only in singleplayer and player cannot control it.
Logic
Dummy system which doesn't have any existing functionality on its own, but can be used together with other systems. System
Map
2D view where environment and entities are visible. 3D part of the view is the scene.
Marker
Eden Editor: Marker entity type. Marker is symbol or an area drawn only in the map. Marker
Menu Bar
Menus structure which lists almost all available actions and tools with their keyboard shortcuts. Menu Bar
Mission
See Scenario. Mission is an older name which was used until Arma 2, but may still appear in some cases.
Module
Advancedsystem which executes pre-defined functionality (e.g., sector module, save game module, etc.) It can be often configured using custom attributes. System
Object
Object entity type. It's basic entity type, usually with a model, textures and some sort of simulation (e.g., car, house, etc.) It's further divided to characters, vehicles and props.
Outro
Closing phase of the scenario, performed after the scenario ends. It has Win and Lose versions, only one of them is selected based on outcome of the scenario. It's available only in singleplayer and player cannot control it.
Phase
Scenario section, launched sequentially in order Intro > Scenario > Outro (either Win or Lose version).
Placing
Action of adding one or more entities to the scenario from the asset browser
Player
Character controlled by the user once the scenario starts.
Preview
Playing a scenario from the editor to see how it performs.
Prop
Static decoration, e.g., house, chair, etc. It's a type of object. Object
Rotating
Action of changing entity angle around X, Y or Z axis. Rotation
Scenario
Most commonly the name of whole project, where all entities or scenario attributes are saved. Final scenario can be exported to PBO and shared, or published to Steam Workshop.

Alternatively, Scenario can refer to Scenario phase where all interactive gameplay happens.

Scene
3D view where environment and entities are visible. 2D part of the view is the map.
Status Bar
Non-interactive bar providing user with various debugging information. Status Bar
Synchronizing
See Syncing. Connecting
Syncing
Action of connecting one or more entities to another entity using general connection type. Connecting
System
System entity type. System is a virtual object with specific purpose, and can be a logic or a module. System
Toolbar
A bar with icons for quick access to the most commonly used actions and tools. They can also be found in the menu bar.
Transformation Widget
Interactive helper model for precise transformation, rotation and area scaling. Transformation Widget
Transforming
Action of direct manipulation of entities in the view, can be translating, rotating, area scaling or connecting
Translating
Action of changing X, Y or Z coordinates of an entity. Translation
Trigger
Trigger entity type. Trigger is an event called once specific set of conditions is met. It can have a volume and check for presence of objects in it.
Vehicle
A vehicle, e.g., car, helicopter, etc. It's a type of object. Object
View
Representation of scenario environment, can be 3D scene or 2D map
Waypoint
Waypoint entity type. Waypoint belongs to a group, and tells it to perform some operation. When the group has multiple waypoints, it will go through them in pre-defined order.
Widget
See Transformation Widget.
Workspace
Working environment, contains the view and all main user interface elements - menu bar, toolbar, entity list, asset browser and status bar.