create3DENEntity: Difference between revisions
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|gr1= Eden Editor | |gr1= Eden Editor | ||
|descr= Create new [[Eden Entity]]. Used for creating individual entities; to create a [[Eden_Editor:_Composition|composition]] (e.g., infantry squad), use [[create3DENComposition]]. | |descr= Create new [[Eden Entity]]. Used for creating individual entities; to create a [[Eden_Editor:_Composition|composition]] (e.g., infantry squad), use [[create3DENComposition]].<br> | ||
This is the only way | This is the only way to add new editable entities to an [[:Category:Eden Editor|Eden Editor]] scenario. Other 'create' commands like [[createVehicle]] or [[createUnit]] will still work, but the resulting entity will not be editable. | ||
|s1= [[create3DENEntity]] [mode, class, position, isEmpty] | |s1= [[create3DENEntity]] [mode, class, position, isEmpty] | ||
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|p2= class: [[String]] - entity class, defined in one of the following classes: | |p2= class: [[String]] - entity class, defined in one of the following classes: | ||
* | * {{hl|CfgVehicles}} - objects and logic entities | ||
* | * {{hl|CfgNonAIVehicles}} - triggers | ||
* | * {{hl|CfgWaypoint}} - waypoints | ||
* | * {{hl|CfgMarkers}} - markers | ||
|p3= position: [[Array]] of [[Position]] | |p3= position: [[Array]] of [[Position]]s | ||
|p4= isEmpty: [[Boolean]] - (Optional, default [[false]]) [[true]] to create vehicle without crew | |p4= isEmpty: [[Boolean]] - (Optional, default [[false]]) [[true]] to create vehicle without crew | ||
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|r1= [[Eden Entity]] | |r1= [[Eden Entity]] | ||
|s2= group [[create3DENEntity]] | |s2= group [[create3DENEntity]] [mode, class, position, isEmpty] | ||
|p21= group: [[Group]] - group in which an AI character or waypoint is created. | |p21= group: [[Group]] - group in which an AI character or waypoint is created. | ||
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|r2= [[Eden Entity]] | |r2= [[Eden Entity]] | ||
|x1= <code>dude1 = [[create3DENEntity]] ["Object","B_Soldier_F",[[screenToWorld]] [0.5,0.5]];</code> | |x1= <code>dude1 = [[create3DENEntity]] ["Object", "B_Soldier_F", [[screenToWorld]] [0.5, 0.5]];</code> | ||
|x2= <code>dude2 = | |||
|x3= <code>myMarker = [[create3DENEntity]] ["Marker","mil_warning",[[position]] [[player]]];</code> | |x2= <code>dude2 = [[group]] dude1 [[create3DENEntity]] ["Object", "B_Soldier_AR_F", [[screenToWorld]] [0.5, 0.5]];</code> | ||
|x4= <code>mytrigger = [[create3DENEntity]] ["Trigger","EmptyDetectorArea10x10",[[position]] [[player]]];</code> | |||
|x5= Create shape marker | |x3= <code>myMarker = [[create3DENEntity]] ["Marker", "mil_warning", [[position]] [[player]]];</code> | ||
m [[set3DENAttribute]] ["markerType", 1]; | |||
|x4= <code>mytrigger = [[create3DENEntity]] ["Trigger", "EmptyDetectorArea10x10", [[position]] [[player]]];</code> | |||
|x5= {{GVI|arma3|2.06|size= 0.75}} Create a shape marker: | |||
<code>m = [[create3DENEntity]] ["Marker", "", [[position]] [[player]]]; {{cc|default rectangular marker}} | |||
m [[set3DENAttribute]] ["markerType", 1]; {{cc|0 - rectangle; 1 - ellipse}} | |||
m [[set3DENAttribute]] ["brush", "DiagGrid"];</code> | m [[set3DENAttribute]] ["brush", "DiagGrid"];</code> | ||
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}} | }} | ||
{{Note | |||
|user= R3vo | |||
|timestamp= 20190906083300 | |||
|text= To create a waypoint, use the alternative syntax and pass the group which should receive it as the left-hand argument. | |||
}} | |||
To create a waypoint use the alternative syntax and pass the group | |||
Revision as of 17:08, 9 December 2021
Description
- Description:
- Create new Eden Entity. Used for creating individual entities; to create a composition (e.g., infantry squad), use create3DENComposition.
This is the only way to add new editable entities to an Eden Editor scenario. Other 'create' commands like createVehicle or createUnit will still work, but the resulting entity will not be editable. - Groups:
- Eden Editor
Syntax
- Syntax:
- create3DENEntity [mode, class, position, isEmpty]
- Parameters:
- mode: String - can be "Object", "Trigger", "Waypoint", "Logic" or "Marker"
- class: String - entity class, defined in one of the following classes:
- CfgVehicles - objects and logic entities
- CfgNonAIVehicles - triggers
- CfgWaypoint - waypoints
- CfgMarkers - markers
- position: Array of Positions
- isEmpty: Boolean - (Optional, default false) true to create vehicle without crew
- Return Value:
- Eden Entity
Alternative Syntax
- Syntax:
- group create3DENEntity [mode, class, position, isEmpty]
- Parameters:
- group: Group - group in which an AI character or waypoint is created.
- When missing for AI characters, new group is created for them
- When missing for waypoints, an error is logged and nothing is created
- When used on any other mode, group is ignored and entity is created as usual
- mode: String - can be "Object", "Trigger", "Waypoint", "Logic" or "Marker"
- class: String - entity class
- position: Array of Position
- isEmpty: Boolean - (Optional, default false) true to create vehicle without crew
- Return Value:
- Eden Entity
Examples
- Example 1:
dude1 = create3DENEntity ["Object", "B_Soldier_F", screenToWorld [0.5, 0.5]];
- Example 2:
dude2 = group dude1 create3DENEntity ["Object", "B_Soldier_AR_F", screenToWorld [0.5, 0.5]];
- Example 3:
myMarker = create3DENEntity ["Marker", "mil_warning", position player];
- Example 4:
mytrigger = create3DENEntity ["Trigger", "EmptyDetectorArea10x10", position player];
- Example 5:
- 2.06 Create a shape marker:
m = create3DENEntity ["Marker", "", position player]; // default rectangular marker m set3DENAttribute ["markerType", 1]; // 0 - rectangle; 1 - ellipse m set3DENAttribute ["brush", "DiagGrid"];
Additional Information
- See also:
- create3DENComposition delete3DENEntities
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
- Posted on Sep 06, 2019 - 08:33 (UTC)
- To create a waypoint, use the alternative syntax and pass the group which should receive it as the left-hand argument.