Eden Editor: Object: Difference between revisions
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| '''Type''' | | '''Type''' | ||
| Object Type | | Object Type | ||
| | | Object type. Can be changed only to another type of the same side,\ne.g., you can change BLUFOR Car to BLUFOR Helicopter, but not to OPFOR Car or a Prop. | ||
| <tt>ItemClass</tt> | | <tt>ItemClass</tt> | ||
| [[String]] | | [[String]] | ||
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| '''Variable Name''' | | '''Variable Name''' | ||
| Object Init | | Object Init | ||
| | | Unique system name. Can contain only letters, numbers and underscore. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables. | ||
| <tt>Name</tt> | | <tt>Name</tt> | ||
| [[String]] | | [[String]] | ||
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| '''Init''' | | '''Init''' | ||
| Object Init | | Object Init | ||
| Expression called upon start. In multiplayer, it's called on every machine and for each player who joins in progress. | | Expression called upon start. In multiplayer, it's called on every machine and for each player who joins in progress. Variable 'this' refers to the affected object. | ||
| <tt>Init</tt> | | <tt>Init</tt> | ||
| [[String]] | | [[String]] | ||
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| '''Position''' | | '''Position''' | ||
| Object Transformation | | Object Transformation | ||
| | | World coordinates in meters. X goes from East to West, Y from South to North and Z is height above terrain. | ||
| <tt>position</tt> | | <tt>position</tt> | ||
| [[Position3D]] | | [[Position3D]] | ||
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| '''Rotation''' | | '''Rotation''' | ||
| Object Transformation | | Object Transformation | ||
| | | Rotation in degrees. 0 points to North. | ||
| <tt>rotation</tt> | | <tt>rotation</tt> | ||
| [[Number]] | | [[Number]] | ||
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| '''Placement Radius''' | | '''Placement Radius''' | ||
| Object Transformation | | Object Transformation | ||
| | | Placement radius in meters. The object will start on a random position within the radius. | ||
| <tt>placementRadius</tt> | | <tt>placementRadius</tt> | ||
| [[Number]] | | [[Number]] | ||
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| '''Singleplayer Control''' | | '''Singleplayer Control''' | ||
| Object Control | | Object Control | ||
| | | Control in singleplayer. When enabled, the character will also be playable in multiplayer (multiplayer control then cannot be set individually). | ||
| <tt>ControlSP</tt> | | <tt>ControlSP</tt> | ||
| [[Bool]] | | [[Bool]] | ||
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| '''Multiplayer Control''' | | '''Multiplayer Control''' | ||
| Object Control | | Object Control | ||
| | | Control in multiplayer. All characters with this option enabled will appear in the multiplayer lobby. | ||
| <tt>ControlMP</tt> | | <tt>ControlMP</tt> | ||
| [[Bool]] | | [[Bool]] | ||
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| '''Role Description''' | | '''Role Description''' | ||
| Object Control | | Object Control | ||
| | | Multiplayer role description visible in the multiplayer lobby. When undefined, object type name will be used by default. | ||
| <tt>description</tt> | | <tt>description</tt> | ||
| [[String]] | | [[String]] | ||
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| '''Lock''' | | '''Lock''' | ||
| Object States | | Object States | ||
| | | Vehicle lock. Characters outside of the vehicle will be unable to get in and those already inside will be forbidden from leaving. | ||
| <tt>lock</tt> | | <tt>lock</tt> | ||
| [[ | | [[Number]] | ||
|- | |- | ||
| '''Skill''' | | '''Skill''' | ||
| Object States | | Object States | ||
| | | General AI skill. The attribute doesn't allow decreasing it below 20%, because AI behavior would be too simplified. | ||
| <tt>skill</tt> | | <tt>skill</tt> | ||
| [[Number]] | | [[Number]] | ||
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| '''Health / Armor''' | | '''Health / Armor''' | ||
| Object States | | Object States | ||
| | | Object health / armor. When close to 0%, the object will be destroyed. | ||
| <tt>Health</tt> | | <tt>Health</tt> | ||
| [[Number]] | | [[Number]] | ||
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| '''Fuel''' | | '''Fuel''' | ||
| Object States | | Object States | ||
| | | Vehicle fuel | ||
| <tt>fuel</tt> | | <tt>fuel</tt> | ||
| [[Number]] | | [[Number]] | ||
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| '''Ammunition''' | | '''Ammunition''' | ||
| Object States | | Object States | ||
| | | General vehicle ammo state | ||
| <tt>ammo</tt> | | <tt>ammo</tt> | ||
| [[Number]] | | [[Number]] | ||
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| '''Rank''' | | '''Rank''' | ||
| Object States | | Object States | ||
| | | Character rank. WHen a group leader is killed, person with the highest rank will take charge in his place. | ||
| <tt>rank</tt> | | <tt>rank</tt> | ||
| [[String]] | | [[String]] | ||
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| '''Show Model''' | | '''Show Model''' | ||
| Object Special States | | Object Special States | ||
| | | Show model and collisions. When disabled, the object will be simulated normally (e.g., soldiers will still be able to move and shoot). | ||
| <tt>hideObject</tt> | | <tt>hideObject</tt> | ||
| [[Bool]] | | [[Bool]] | ||
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| '''Enable Simulation''' | | '''Enable Simulation''' | ||
| Object Special States | | Object Special States | ||
| | | Enable simulation. When disabled, the object will freeze and ignore any input or collisions. | ||
| <tt>enableSimulation</tt> | | <tt>enableSimulation</tt> | ||
| [[Bool]] | | [[Bool]] | ||
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| '''Enable Damage''' | | '''Enable Damage''' | ||
| Object Special States | | Object Special States | ||
| | | Set if the object can receive any damage. When a vehicle is invincible, its crew can still be killed. | ||
| <tt>allowDamage</tt> | | <tt>allowDamage</tt> | ||
| [[Bool]] | | [[Bool]] | ||
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| '''Enable Stamina''' | | '''Enable Stamina''' | ||
| Object Special States | | Object Special States | ||
| | | Set whether the character should grow tired when moving or not. When disabled for player, the stamina bar will be hidden completely. | ||
| <tt>enableStamina</tt> | | <tt>enableStamina</tt> | ||
| [[Bool]] | | [[Bool]] | ||
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| '''Name''' | | '''Name''' | ||
| Object Identity | | Object Identity | ||
| | | Character name, by default automatically generated based on faction. | ||
| <tt>unitName</tt> | | <tt>unitName</tt> | ||
| [[String]] | | [[String]] | ||
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| '''Face''' | | '''Face''' | ||
| Object Identity | | Object Identity | ||
| | | Character face. | ||
| <tt>face</tt> | | <tt>face</tt> | ||
| [[String]] | | [[String]] | ||
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| '''Voice''' | | '''Voice''' | ||
| Object Identity | | Object Identity | ||
| | | Radio voice used in group communication (e.g., target reporting). | ||
| <tt>speaker</tt> | | <tt>speaker</tt> | ||
| [[String]] | | [[String]] | ||
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| '''Voice Pitch''' | | '''Voice Pitch''' | ||
| Object Identity | | Object Identity | ||
| | | Voice pitch. Higher number means higher voice. | ||
| <tt>pitch</tt> | | <tt>pitch</tt> | ||
| [[Number]] | | [[Number]] | ||
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| '''Probability of Presence''' | | '''Probability of Presence''' | ||
| Object Presence | | Object Presence | ||
| | | Probability of presence evaluated at the scenario start. When it fails, the object is not created at all. | ||
| <tt>presence</tt> | | <tt>presence</tt> | ||
| [[Number]] | | [[Number]] | ||
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| '''Condition of Presence''' | | '''Condition of Presence''' | ||
| Object Presence | | Object Presence | ||
| | | Condition of presence evaluated at the scenario start, must return boolean expression. When false, the object is not created at all. | ||
| <tt>presenceCondition</tt> | | <tt>presenceCondition</tt> | ||
| [[String]] | | [[String]] |
Revision as of 13:05, 8 December 2015
Attributes
Info | Development | |||
---|---|---|---|---|
Name | Category | Description | Class | Type |
Type | Object Type | Object type. Can be changed only to another type of the same side,\ne.g., you can change BLUFOR Car to BLUFOR Helicopter, but not to OPFOR Car or a Prop. | ItemClass | String |
Variable Name | Object Init | Unique system name. Can contain only letters, numbers and underscore. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables. | Name | String |
Init | Object Init | Expression called upon start. In multiplayer, it's called on every machine and for each player who joins in progress. Variable 'this' refers to the affected object. | Init | String |
Position | Object Transformation | World coordinates in meters. X goes from East to West, Y from South to North and Z is height above terrain. | position | Position3D |
Rotation | Object Transformation | Rotation in degrees. 0 points to North. | rotation | Number |
Placement Radius | Object Transformation | Placement radius in meters. The object will start on a random position within the radius. | placementRadius | Number |
Singleplayer Control | Object Control | Control in singleplayer. When enabled, the character will also be playable in multiplayer (multiplayer control then cannot be set individually). | ControlSP | Bool |
Multiplayer Control | Object Control | Control in multiplayer. All characters with this option enabled will appear in the multiplayer lobby. | ControlMP | Bool |
Role Description | Object Control | Multiplayer role description visible in the multiplayer lobby. When undefined, object type name will be used by default. | description | String |
Lock | Object States | Vehicle lock. Characters outside of the vehicle will be unable to get in and those already inside will be forbidden from leaving. | lock | Number |
Skill | Object States | General AI skill. The attribute doesn't allow decreasing it below 20%, because AI behavior would be too simplified. | skill | Number |
Health / Armor | Object States | Object health / armor. When close to 0%, the object will be destroyed. | Health | Number |
Fuel | Object States | Vehicle fuel | fuel | Number |
Ammunition | Object States | General vehicle ammo state | ammo | Number |
Rank | Object States | Character rank. WHen a group leader is killed, person with the highest rank will take charge in his place. | rank | String |
Show Model | Object Special States | Show model and collisions. When disabled, the object will be simulated normally (e.g., soldiers will still be able to move and shoot). | hideObject | Bool |
Enable Simulation | Object Special States | Enable simulation. When disabled, the object will freeze and ignore any input or collisions. | enableSimulation | Bool |
Enable Damage | Object Special States | Set if the object can receive any damage. When a vehicle is invincible, its crew can still be killed. | allowDamage | Bool |
Enable Stamina | Object Special States | Set whether the character should grow tired when moving or not. When disabled for player, the stamina bar will be hidden completely. | enableStamina | Bool |
Name | Object Identity | Character name, by default automatically generated based on faction. | unitName | String |
Face | Object Identity | Character face. | face | String |
Voice | Object Identity | Radio voice used in group communication (e.g., target reporting). | speaker | String |
Voice Pitch | Object Identity | Voice pitch. Higher number means higher voice. | pitch | Number |
Probability of Presence | Object Presence | Probability of presence evaluated at the scenario start. When it fails, the object is not created at all. | presence | Number |
Condition of Presence | Object Presence | Condition of presence evaluated at the scenario start, must return boolean expression. When false, the object is not created at all. | presenceCondition | String |