Eden Editor: Object Categorization: Difference between revisions

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== Configuration ==
== Configuration ==
''For the list of all config properties, see [[CfgVehicles Config Reference]]''
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
// MODE
// MODE

Revision as of 16:21, 22 January 2016

Hierarchy

3den objectCategorization.png

Mode Sorting

  1. Mode - All objects placed in Objects mode
  2. Submode - Characters and vehicles are sorted per side (e.g., BLUFOR), the rest is under Props

Object Sorting

  1. 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)
  2. Subcategory - more detailed categorization specific to the main category.
  3. 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 vehicles)
class CfgVehicles
{
	class MyObject: Car
	{
		// SUBMODE
		// The side decides under which submode is the object sorted
		// Irrelevant when the class doesn't inherit from AllVehicles or any of its child classes (e.g., Car)
		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