Eden Editor: Configuring Attributes: Difference between revisions

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==== Entity Specific ====
==== Entity Specific ====
* CfgVehicles
Some entities can also have attributes available only for them. This is most commonly used by [[Eden Editor: System|systems]] - for example Air Strike module can have attribute for picking attack type and plane used, both of which would be unusable by other modules.
* CfgNonAIVehicles
 
* CfgWaypoints
Entity specific attributes are configured directly in the entity class. For user, they are visible in single category which also shows entity name.
* CfgMarkers
* '''CfgVehicles''' - objects and systems
* '''CfgNonAIVehicles''' - triggers
* '''CfgWaypoints''' - waypoints
* '''CfgMarkers''' - markers
<syntaxhighlight lang="cpp">class CfgVehicles
<syntaxhighlight lang="cpp">class CfgVehicles
{
{
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=== Scenario ===
=== Scenario ===
Some attributes are available for the scenario as a whole. Instead of belonging to an entity, they are configured for a '''section'''. All attributes within a section are shown in one window, for example weather and time of the day settings are in Environment section, while scenario name or picture are in Scenario section.
Scenario attributes work together with properties in [[Description.ext]]. An attribute "respawnDelay" can be configurable in Eden, but it can be also defined in the external file like this:
respawn = 10;
Values in external files have priority over the ones set in the Eden Editor.
Configuration of scenario attributes is similar to general entity attributes. Sections are placed in pre-defined '''Mission''' class, and they contain attribute categories with attributes in them.
<syntaxhighlight lang="cpp">class Cfg3DEN
<syntaxhighlight lang="cpp">class Cfg3DEN
{
{
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[[edit3DENMissionAttributes]] "MySection";
Special script commands can be used to manipulate scenario attributes:


[[getMissionConfigValue]] "MyMissionAttributeUniqueID"
* Open window with attributes belonging to given section:
:<code>[[edit3DENMissionAttributes]] "MySection";</code>
* Set value of scenario attributes:
:<code>[[set3DENMissionAttributes]] <nowiki>[</nowiki>["MySection","MyMissionAttributeUniqueID",42]]</code>
* Get value of scenario attribute:
:<code>_myAttributes = "MySection" [[get3DENMissionAttribute]] "MyMissionAttributeUniqueID";</code>
* Access attribute value in the scenario itself. Compatible with Eden Editor attributes and with properties defined in external [[Description.ext]] file.
:<code>[[getMissionConfigValue]] "MyMissionAttributeUniqueID"</code>


[[set3DENMissionAttributes]] <nowiki>[</nowiki>["MySection","MyMissionAttributeUniqueID",42]]
=== Preferences ===
There is a special scenario attribute section called '''Preferences'''. Any attribute configured in it will be saved in player's profile instead of inside mission file. This is used for global editor preferences, like camera speed or autosave settings.


_myAttributes = "MySection" [[get3DENMissionAttribute]] "MyMissionAttributeUniqueID";
Values are saved to ''<profileName>.3den.Arma3Profile'' file in your profile folder. As opposed to [[saveProfileNamespace|scripted variables]], they are saved unbinarized and can be edited manually.
 
=== Preferences ===
There is a special section called '''Preferences'''. Any attribute configured in it will be saved in player's profile instead of inside mission file. This is used for global editor preferences, like camera speed or autosave settings.


<syntaxhighlight lang="cpp">class Cfg3DEN
<syntaxhighlight lang="cpp">class Cfg3DEN
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| <!-- Description -->Vehicle which can be boarded
| <!-- Description -->Vehicle which can be boarded
|-
|-
| <!-- Condition --> objectSimulated
| <!-- Condition --> objectSimulated
| <!-- Type --> Object
| <!-- Type --> Object
| <!-- Description --> Object which is simulated (e.g., falls down when in the air)
| <!-- Description --> Object which is simulated (e.g., falls down when in the air)
|-
|-
| <!-- Condition --> objectDestructable
| <!-- Condition --> objectDestructable
| <!-- Type --> Object
| <!-- Type --> Object
| <!-- Description -->Indestructible object, i.e., when ''destrType'' config property set not ''DestructNo''
| <!-- Description -->Indestructible object, i.e., when ''destrType'' config property set not ''DestructNo''
|-
|-
| <!-- Condition --> logicModule
| <!-- Condition --> logicModule
| <!-- Type --> Logic
| <!-- Type --> Logic
| <!-- Description -->Logic which is a module (''vehicleClass'' config property is ''"Modules"'')
| <!-- Description -->Logic which is a module (''vehicleClass'' config property is ''"Modules"'')

Revision as of 15:54, 25 November 2015

Work In progress

A scenario and each entity in it are defined by their attributes. An attribute is a value customizable by the user, and it has some function tied to it. For example position object attribute tells engine where to create the object, and respawn scenario attributes determines what rule set will be used when players respawn.

Each attribute is configured in the global Config.cpp. Major engine-driven attributes are already present in the default Editor and can be modified to a degree. Modders can also add completely new attributes and decide how will they appear in the attribute window and what scripted functionality will they execute in the scenario.

Attributes can be added for general entity type (e.g., shared by all objects) or for specific entity types (e.g., just for BLUFOR Rifleman). An entity type can also override default values of general attributes (e.g., story character can have customized name and rank).

Structure

Attributes are configured and presented in the following structure:

Owner - defines what does the attribute set. Can be an entity, a scenario or editor preferences. In user interface, this is the whole attributes window.
Category - thematic category. Used only for sorting in the window, has no effect on the scenario.
Attribute - setting itself, represented by tailored user interface.


3den editAttributes.jpg

Configuration

Entity

General

General attributes are available for all entity classes of given type. Optional conditions can be applied to show the attribute only for limited subset of entities. For example rank attribute is shared by every object, be it a character, a vehicle or a prop. But its condition makes sure only characters have it available.

Attribute functionality is determined by its expression property. It is a code called at the scenario start, and it's purpose is to apply the attribute's value. The expression is saved to the scenario file together with value, which makes it independent on the addon which introduced the attribute. Only attributes with values different from the default are saved to the scenario file, which means only their expression will be called.

class Cfg3DEN
{
	// Configuration of all objects
	class Object
	{
		// Categories collapsible in "Edit Attributes" window
		class AttributeCategories
		{
			// Category class, can be anything
			class MyCategory
			{
				displayName = "Object Init"; // Category name visible in Edit Attributes window
				collapsed = 1; // When 1, the category is collapsed by default
				class Attributes
				{
					// Attribute class, can be anything
					class MyAttribute
					{
						property = "MyAttributeUniqueID"; // Unique config property name saved in SQM
						control = "Edit"; // UI control base class displayed in Edit Attributes window, points to Cfg3DEN >> Attributes
						unique = 0; // When 1, only one entity of the type can have the value in the mission (used for example for variable names or player control)
						validate = "code"; // Validate the value before saving. Can be "none", "expression", "condition", "number" or "variable"
						condition = "object"; // Condition for attribute to appear (see the table below)
						// Expression called when applying the attribute in Eden and at the scenario start
						// Entity is passed as _this, value is passed as _value, property name is passed as _property
						// %s is replaced by attribute config name. It can be used only once in the expression
						expression = "_this setVariable [%s,_value];";
						// Expression called when custom property is undefined yet (i.e., when setting the attribute for the first time)
						// Entity is passed as _this
						// Returned value is the default value
						// Used when no value is returned, or when it's of other type than NUMBER, STRING or ARRAY
						// Custom attributes of logic entities (e.g., modules) are saved always, even when they have default value
						defaultValue = "42";
					};
				};
			};
		};
	};
};

Entity Specific

Some entities can also have attributes available only for them. This is most commonly used by systems - for example Air Strike module can have attribute for picking attack type and plane used, both of which would be unusable by other modules.

Entity specific attributes are configured directly in the entity class. For user, they are visible in single category which also shows entity name.

  • CfgVehicles - objects and systems
  • CfgNonAIVehicles - triggers
  • CfgWaypoints - waypoints
  • CfgMarkers - markers
class CfgVehicles
{
	class B_Soldier_F;
	class MyEntity: Soldier_F // Your entity class
	{
		class Attributes // Entity attributes have no categories, they are all defined directly in class Attributes
		{
			class MyEntityAttribute
			{
				// ... attribute properties, see entity attributes
			};
		};
	};
};

Scenario

Some attributes are available for the scenario as a whole. Instead of belonging to an entity, they are configured for a section. All attributes within a section are shown in one window, for example weather and time of the day settings are in Environment section, while scenario name or picture are in Scenario section.

Scenario attributes work together with properties in Description.ext. An attribute "respawnDelay" can be configurable in Eden, but it can be also defined in the external file like this:

respawn = 10;

Values in external files have priority over the ones set in the Eden Editor.

Configuration of scenario attributes is similar to general entity attributes. Sections are placed in pre-defined Mission class, and they contain attribute categories with attributes in them.

class Cfg3DEN
{
	class Mission
	{
		class MySection // Custom section class, everything inside will be opened in one window
		{
			displayName = "My Attributes"; // Text visible in the window title as "Edit <displayName>"
			display = "Display3DENEditAttributesPreview"; // Optional - display for attributes window. Must have the same structure and IDCs as the default Display3DENEditAttributes
			class AttributeCategories
			{
				// The following structure is the same as the one used for entity attributes
				class MyMissionCategory
				{
					class Attributes
					{
						class MyMissionAttribute
						{
							property = "MyMissionAttributeUniqueID";
						};
					};
				};
			};
		};
	};
};

Special script commands can be used to manipulate scenario attributes:

  • Open window with attributes belonging to given section:
edit3DENMissionAttributes "MySection";
  • Set value of scenario attributes:
set3DENMissionAttributes [["MySection","MyMissionAttributeUniqueID",42]]
  • Get value of scenario attribute:
_myAttributes = "MySection" get3DENMissionAttribute "MyMissionAttributeUniqueID";
  • Access attribute value in the scenario itself. Compatible with Eden Editor attributes and with properties defined in external Description.ext file.
getMissionConfigValue "MyMissionAttributeUniqueID"

Preferences

There is a special scenario attribute section called Preferences. Any attribute configured in it will be saved in player's profile instead of inside mission file. This is used for global editor preferences, like camera speed or autosave settings.

Values are saved to <profileName>.3den.Arma3Profile file in your profile folder. As opposed to scripted variables, they are saved unbinarized and can be edited manually.

class Cfg3DEN
{
	class Mission
	{
		class Preferences // Anything in this section will be displayed in Editor Preferences
		{
			class AttributeCategories
			{
				// ... Attribute categories
			};
		};
	};
};

Presets

  • CfgVehicles
  • CfgNonAIVehicles
  • CfgWaypoints
  • CfgMarkers
class CfgNonAIVehicles
{
	class MyTrigger
	{
		class AttributeValues
		{
			sizeA = 0; // Property name match the attribute name
			sizeB = 0;
		};
	};
};

Conditions

Conditions are written as simple expressions. Example:

objectBrain * (1 - objectDestructable)

Object must be indestructible AI character (theoretical example, no such object exists in unmodded game).

Supported conditions:

Condition For Type Description
objectBrain Object Object with simulation "soldier" or "UAVpilot"
objectControllable Object Object with simulation "soldier"
objectAgent Object Object with non-empty agentTasks[], i.e., animals
objectVehicle Object Vehicle which can be boarded
objectSimulated Object Object which is simulated (e.g., falls down when in the air)
objectDestructable Object Indestructible object, i.e., when destrType config property set not DestructNo
logicModule Logic Logic which is a module (vehicleClass config property is "Modules")

User Interface Controls

Data Validation

Scripting Commands

Event Handlers