Eden Editor: Waypoint: Difference between revisions

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<!-- Exported from the game by bis_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. -->
<!-- Exported from the game by bis_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. -->
<onlyinclude>
<onlyinclude>
<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. -->
{| class="wikitable sortable"
{| class="wikitable sortable"
! colspan="3" | <big>Info</big>
! colspan="3" | <big>Info</big>
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|-
|-
| '''Type'''
| '''Type'''
| Waypoint Type
| Type
| Waypoint type defines what the group will do when the waypoint becomes active, and the condition when it becomes completed. Applies mainly to AI-led groups, as players won't be prompted to perform any specific actions eventhough the waypoint completion condition is the same.
| Waypoint type defines what the group will do when the waypoint becomes active, and the condition when it becomes completed. Applies mainly to AI-led groups, as players will not be prompted to perform any specific actions, even though the waypoint completion condition is the same.
Some waypoints have special attributes, which are only available the next time you access the attribute window.
Some waypoints have special attributes, which are only available the next time you access the attribute window.
| <small><tt>itemClass</tt></small>
| <small><tt>itemClass</tt></small>
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|-
|-
| '''Description'''
| '''Description'''
| Waypoint Init
| Init
| Text visible for the player next to waypoint icon in the scene.
| Text visible for the player next to the waypoint icon in the scene.
| <small><tt>description</tt></small>
| <small><tt>description</tt></small>
| [[String]]
| [[String]]
|-
|-
| '''Order'''
| '''Order'''
| Waypoint Init
| Init
| Order in which waypoints follow. When changing order, the waypoint will take position of the selected one, pushing all other further down.
| Order in which waypoints follow. When changing order, the waypoint will take position of the selected one, pushing all other further down.
| <small><tt>order</tt></small>
| <small><tt>order</tt></small>
|  
|  
|-
|-
| '''Identifier'''
| '''Identified'''
| Waypoint Init
| Init
| System name of the waypoint, used for identification in scripts.
| System name of the waypoint, used for identification in scripts.
| <small><tt>name</tt></small>
| <small><tt>name</tt></small>
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|-
|-
| '''Position'''
| '''Position'''
| Waypoint Transformation
| Transformation
| World coordinates in meters. X goes from East to West, Y from South to North and Z is height above terrain.
| World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain.
| <small><tt>position</tt></small>
| <small><tt>position</tt></small>
| [[Position3D]]
| [[Position3D]]
|-
|-
| '''Placement Radius'''
| '''Placement Radius'''
| Waypoint Transformation
| Transformation
| Placement radius in meters. The entity will start on a random position within the radius.
| Placement radius in meters. The entity will start at a random position within the radius.
| <small><tt>placementRadius</tt></small>
| <small><tt>placementRadius</tt></small>
| [[Number]]
| [[Number]]
|-
|-
| '''Completion Radius'''
| '''Completion Radius'''
| Waypoint Transformation
| Transformation
| Distance in meters in which a group members has to be in order for waypoint to be considered completed.
| Distance in meters in which a group member has to be in order for the waypoint to be considered completed.
| <small><tt>completionRadius</tt></small>
| <small><tt>completionRadius</tt></small>
| [[Number]]
| [[Number]]
|-
|-
| '''Combat Mode'''
| '''Combat Mode'''
| Waypoint States
| State
|  
| Controls how and when the group will choose to engage enemy targets.
Available options:
Available options:
* '''Unchanged''' - No change compared to the previous state.
* '''Unchanged''' - No change compared to the previous state.
* '''Forced Hold Fire''' - The group will never fire under any circumstances.
* '''Forced Hold Fire''' - The group will never fire under any circumstances.
* '''Don't Fire Unless Fired Upon, Keep Formation''' - Group members will hold fire unless directly threatened.
* '''Do Not Fire Unless Fired Upon, Keep Formation''' - Group members will hold fire unless directly threatened.
* '''Don't Fire Unless Fired Upon''' - Group members will move into positions from which they can shoot at the enemy, but will hold fire unless directly threatened.
* '''Do Not Fire Unless Fired Upon''' - Group members will move into positions from which they can shoot at the enemy, but will hold fire unless directly threatened.
* '''Open Fire, Keep Formation''' - Default combat mode. Group members will fire upon any target in range, while staying in formation. The group leader may order individual members to engage specific targets.
* '''Open Fire, Keep Formation''' - Default combat mode. Group members will fire upon any target in range, while staying in formation. The group leader may order individual members to engage specific targets.
* '''Open Fire''' - Group members will fire at any suitable target in range, leaving formation to find suitable shooting position.
* '''Open Fire''' - Group members will fire at any suitable target in range, leaving the formation to find a suitable shooting position.


| <small><tt>combatMode</tt></small>
| <small><tt>combatMode</tt></small>
| [[String]]
| [[String]]
|-
|-
| '''Behaviour'''
| '''Behavior'''
| Waypoint States
| State
|  
| Behavior pattern of the group.
Available options:
Available options:
* '''Unchanged''' - No change compared to the previous state.
* '''Unchanged''' - No change compared to the previous state.
* '''Careless''' - The same as 'Safe', except that it won't be switched automatically after spotting a threat. Use with caution, player may perceive AIs in this behaviour to be defective.
* '''Careless''' - The same as 'Safe', except that it will not be switched automatically after spotting a threat. Use with caution, player may perceive AIs in this behavior as defective.
* '''Safe''' - Non-combat behaviour. Characters have weapon lowered. Vehicles follow roads and use lights. They automatically switch to 'Aware' upon spotting a threat.
* '''Safe''' - Non-combat behavior. Characters have weapons lowered. Vehicles follow roads and use lights. They automatically switch to 'Aware' upon spotting a threat.
* '''Aware''' - Default behaviour. Characters are in ready position. Vehicles prefer roads, don't use lights and their passengers will disembark to counter threats.
* '''Aware''' - Default behavior. Characters are in ready position. Vehicles prefer roads, do not use lights and their passengers will disembark to counter threats.
* '''Combat''' - Firefight behaviour. Characters break formation and take cover. Vehicles ignore roads and don't use lights.
* '''Combat''' - Firefight behavior. Characters break formation and take cover. Vehicles ignore roads and do not use lights.
* '''Stealth''' - Characters break formation and move cautiously, preferring cover and going prone. Vehicles prefer roads, but don't use lights.
* '''Stealth''' - Characters break formation and move cautiously, preferring cover and going prone. Vehicles prefer roads, but do not use lights.


| <small><tt>behaviour</tt></small>
| <small><tt>behaviour</tt></small>
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|-
|-
| '''Formation'''
| '''Formation'''
| Waypoint States
| State
|  
| Default group formation. Based on the combat mode, group members may ignore the formation in 'Combat' and 'Stealth' modes.
Available options:
Available options:
* '''Unchanged'''
* '''Unchanged'''
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* '''Column'''
* '''Column'''
* '''File'''
* '''File'''
* '''Staggered Column'''
* '''Staggered Col.'''
* '''Echelon Left'''
* '''Echelon L.'''
* '''Echelon Right'''
* '''Echelon R.'''
* '''Diamond'''
* '''Diamond'''


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|-
|-
| '''SpeedMode'''
| '''SpeedMode'''
| Waypoint States
| State
|  
| Default travel speed of the group. In Combat and Stealth behavior modes, group members will try to prioritize this setting.
Available options:
Available options:
* '''Unchanged'''
* '''Unchanged'''
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|-
|-
| '''Condition'''
| '''Condition'''
| Waypoint Expression
| Expression
| Repeatedly calculated condition, must return boolean expression. When the waypoint type conditions are met and this expression returns true, the waypoint is completed.
| Repeatedly calculated condition, must return boolean expression. When the waypoint type conditions are met and this expression returns true, the waypoint is completed.
Passed variables are:
Passed variables are:
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|-
|-
| '''On Activation'''
| '''On Activation'''
| Waypoint Expression
| Expression
| Expression called when the waypoint is completed.
| Expression called when the waypoint is completed.
Passed variables are:
Passed variables are:
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|-
|-
| '''Script'''
| '''Script'''
| Waypoint Expression
| Expression
| Script executed when 'SCRIPTED' waypoint type is selected. The waypoint will be completed once the script is finished.
| Script executed when 'SCRIPTED' waypoint type is selected. The waypoint will be completed once the script is finished.
| <small><tt>script</tt></small>
| <small><tt>script</tt></small>
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|-
|-
| '''Map Visibility'''
| '''Map Visibility'''
| Waypoint Visibility
| Visibility
| Make the waypoint visible for the player in the map.
| Make the waypoint visible for the player on the map.
| <small><tt>show2D</tt></small>
| <small><tt>show2D</tt></small>
| [[Bool]]
| [[Bool]]
|-
|-
| '''Scene Visibility'''
| '''Scene Visibility'''
| Waypoint Visibility
| Visibility
| Make the waypoint visible for the player in the scene.
| Make the waypoint visible for the player in the scene.
| <small><tt>show3D</tt></small>
| <small><tt>show3D</tt></small>
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|-
|-
| '''Timer Values'''
| '''Timer Values'''
| Waypoint Timer
| Timer
| Time in seconds passed between when the waypoint would be considered complete and when it actually completes. Selected randomly in a range from Min to Max, gravitating towards Mid.
| Time in seconds passed between when the waypoint would be considered complete and when it actually completes. Selected randomly in a range from Min to Max, gravitating towards Mid.
| <small><tt>timeout</tt></small>
| <small><tt>timeout</tt></small>
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|-
|-
| '''Effect Condition'''
| '''Effect Condition'''
| Waypoint Effects
| Effects
| Condition for effects to be played, must return boolean expression.
| Condition for effects to be played, must return boolean expression.
| <small><tt>effectCondition</tt></small>
| <small><tt>effectCondition</tt></small>
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|-
|-
| '''Sound'''
| '''Sound'''
| Waypoint Effects
| Effects
| Sound player upon activation.
| Sound played upon activation.
| <small><tt>sound</tt></small>
| <small><tt>sound</tt></small>
| [[String]]
| [[String]]
|-
|-
| '''Voice'''
| '''Voice'''
| Waypoint Effects
| Effects
| Sound spoken by the first unit which activated the trigger.
| Sound spoken by the first unit which activated the trigger.
| <small><tt>voice</tt></small>
| <small><tt>voice</tt></small>
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|-
|-
| '''Environment'''
| '''Environment'''
| Waypoint Effects
| Effects
| Environment sounds played upon activation.
| Environment sounds played upon activation.
| <small><tt>soundEnvironment</tt></small>
| <small><tt>soundEnvironment</tt></small>
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|-
|-
| '''Music'''
| '''Music'''
| Waypoint Effects
| Effects
| Music played upon activation. Replaces previously playing music track.
| Music played upon activation. Replaces previously playing music track.
| <small><tt>music</tt></small>
| <small><tt>music</tt></small>
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|-
|-
| '''UI Overlay'''
| '''UI Overlay'''
| Waypoint Effects
| Effects
| User interface overlay shown upon activation.
| User interface overlay shown upon activation.
| <small><tt>title</tt></small>
| <small><tt>title</tt></small>

Revision as of 14:38, 9 February 2016

Attributes

Info Development
Name Category Description Class Type
Type Type Waypoint type defines what the group will do when the waypoint becomes active, and the condition when it becomes completed. Applies mainly to AI-led groups, as players will not be prompted to perform any specific actions, even though the waypoint completion condition is the same.

Some waypoints have special attributes, which are only available the next time you access the attribute window.

itemClass String
Description Init Text visible for the player next to the waypoint icon in the scene. description String
Order Init Order in which waypoints follow. When changing order, the waypoint will take position of the selected one, pushing all other further down. order
Identified Init System name of the waypoint, used for identification in scripts. name String
Position Transformation World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain. position Position3D
Placement Radius Transformation Placement radius in meters. The entity will start at a random position within the radius. placementRadius Number
Completion Radius Transformation Distance in meters in which a group member has to be in order for the waypoint to be considered completed. completionRadius Number
Combat Mode State Controls how and when the group will choose to engage enemy targets.

Available options:

  • Unchanged - No change compared to the previous state.
  • Forced Hold Fire - The group will never fire under any circumstances.
  • Do Not Fire Unless Fired Upon, Keep Formation - Group members will hold fire unless directly threatened.
  • Do Not Fire Unless Fired Upon - Group members will move into positions from which they can shoot at the enemy, but will hold fire unless directly threatened.
  • Open Fire, Keep Formation - Default combat mode. Group members will fire upon any target in range, while staying in formation. The group leader may order individual members to engage specific targets.
  • Open Fire - Group members will fire at any suitable target in range, leaving the formation to find a suitable shooting position.
combatMode String
Behavior State Behavior pattern of the group.

Available options:

  • Unchanged - No change compared to the previous state.
  • Careless - The same as 'Safe', except that it will not be switched automatically after spotting a threat. Use with caution, player may perceive AIs in this behavior as defective.
  • Safe - Non-combat behavior. Characters have weapons lowered. Vehicles follow roads and use lights. They automatically switch to 'Aware' upon spotting a threat.
  • Aware - Default behavior. Characters are in ready position. Vehicles prefer roads, do not use lights and their passengers will disembark to counter threats.
  • Combat - Firefight behavior. Characters break formation and take cover. Vehicles ignore roads and do not use lights.
  • Stealth - Characters break formation and move cautiously, preferring cover and going prone. Vehicles prefer roads, but do not use lights.
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:

  • Unchanged
  • Wedge
  • Vee
  • Line
  • Column
  • File
  • Staggered Col.
  • Echelon L.
  • Echelon R.
  • Diamond
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:

  • Unchanged
  • Limited
  • Normal
  • Full
speedMode String
Condition Expression Repeatedly calculated condition, must return boolean expression. When the waypoint type conditions are met and this expression returns true, the waypoint is completed.

Passed variables are:

  • this - group leader
  • thisList - array with all group members
condition String
On Activation Expression Expression called when the waypoint is completed.

Passed variables are:

  • this - group leader
  • thisList - array with all group members
onActivation String
Script Expression Script executed when 'SCRIPTED' waypoint type is selected. The waypoint will be completed once the script is finished. script String
Map Visibility Visibility Make the waypoint visible for the player on the map. show2D Bool
Scene Visibility Visibility Make the waypoint visible for the player in the scene. show3D Bool
Timer Values Timer Time in seconds passed between when the waypoint would be considered complete and when it actually completes. Selected randomly in a range from Min to Max, gravitating towards Mid. timeout Array in format [min, mid, max]
Effect Condition Effects Condition for effects to be played, must return boolean expression. effectCondition String
Sound Effects Sound played upon activation. sound String
Voice Effects Sound spoken by the first unit which activated the trigger. voice String
Environment Effects Environment sounds played upon activation. soundEnvironment String
Music Effects Music played upon activation. Replaces previously playing music track. music String
UI Overlay Effects User interface overlay shown upon activation. title String