Eden Editor: Trigger: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
(passed vars)
mNo edit summary
Line 1: Line 1:
== Attributes ==
<!-- 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>
Line 56: Line 55:
| Trigger type, determines special behaviour upon activation.
| Trigger type, determines special behaviour upon activation.
Available options:
Available options:
* '''None'''
* '''None''' - No other effects except of those defined by 'On Activation' expression.
* '''Guarded by BLUFOR'''
* '''Guarded by BLUFOR, Guarded by OPFOR, Guarded by Independent''' - The trigger position becomes a point to be guarded by the given side. Groups with a 'Guard' waypoint will protect all guard points in the scenario, prioritizing them by distance and order in which they were placed (the first placed is the most important).
* '''Guarded by OPFOR'''
* '''Switch''' - Meant to work with a waypont linked to the trigger using 'Set Waypoint Activation' connection. Once activated, the trigger will force the waypoint to be skipped. Especially useful for 'Hold' or 'Guard' waypoint types, which don't complete automatically.
* '''Guarded by Independent'''
* '''End #1, End #2, End #3, End #4, End #5, End #6''' - Complete the scenario succesfully.
* '''Switch'''
* '''Lose''' - Fail the scenario.
* '''End #1'''
* '''End #2'''
* '''End #3'''
* '''End #4'''
* '''End #5'''
* '''End #6'''
* '''Lose'''


| <small><tt>TriggerType</tt></small>
| <small><tt>TriggerType</tt></small>
Line 74: Line 66:
| '''Activation'''
| '''Activation'''
| Trigger Activation
| Trigger Activation
| Activation determines objects of which side will activate the trigger area (unless it's a Radio activation, in which case the area is irrelevant).
| What or who can activate the trigger. Some options further depend on 'Activation Condition'.
Available options:
Available options:
* '''None'''
* '''None''' - No default activation, only custom condition expression can activate the trigger.
* '''BLUFOR'''
* '''Anybody''' - Activated when any object satisfies the 'Activation Condition'.
* '''OPFOR'''
* '''BLUFOR, OPFOR, Independent, Civilian, Game Logic''' - Activated when any object of the given side satisfies the 'Activation Condition'.
* '''Independent'''
* '''Seized by BLUFOR, Seized by OPFOR, Seized by Independent''' - Activated when the given side is in control of the area. Strenght matters, which means one tank can be in control of an area while ten enemy infantrymen are still present.
* '''Civilian'''
* '''Radio Alpha, Radio Bravo, Radio Charlie, Radio Delta, Radio Echo, Radio Foxtrot, Radio Golf, Radio Hotel, Radio India, Radio Juliet''' - Activated by a player using radio command (accessible for player by pressing 0-0 on standard keyboard). Trigger 'Text' will be used as the command title.
* '''Game Logic'''
* '''Anybody'''
* '''Radio Alpha'''
* '''Radio Bravo'''
* '''Radio Charlie'''
* '''Radio Delta'''
* '''Radio Echo'''
* '''Radio Foxtrot'''
* '''Radio Golf'''
* '''Radio Hotel'''
* '''Radio India'''
* '''Radio Juliet'''
* '''Seized by BLUFOR'''
* '''Seized by OPFOR'''
* '''Seized by Independent'''


| <small><tt>ActivationBy</tt></small>
| <small><tt>ActivationBy</tt></small>
Line 102: Line 79:
| '''Activation'''
| '''Activation'''
| Trigger Activation
| Trigger Activation
| Activation determines which group members will activate the trigger area (unless it's a Radio activation, in which case the area is irrelevant).
| What or who can activate the trigger. Some options further depend on 'Activation Type'. Available options are specific to connected trigger owner.
Available options:
Available options:
* '''Vehicle'''
* '''Vehicle''' - Activated when the connected trigger owner (or its vehicle, if the owner is a crew member) satisfies the 'Activation Condition'.
* '''Whole Group'''
* '''Whole Group''' - Activated when all owner's group members satisfy the 'Activation Condition'.
* '''Group Leader'''
* '''Group Leader''' - Activated when leader of the owner's group satisfies the 'Activation Condition'.
* '''Any Group Member'''
* '''Any Group Member''' - Activated when anyone from the owner's group satisfies the 'Activation Condition'.


| <small><tt>activationByOwner</tt></small>
| <small><tt>activationByOwner</tt></small>
| [[String]]
| [[String]]
|-
|-
| '''Activation Type'''
| '''Activation Condition'''
| Trigger Activation
| Trigger Activation
| Defines how can objects influence trigger activation.
| Confition of 'Activation' attribute.
Available options:
Available options:
* '''Present'''
* '''Present''' - Activated when objects are in the area.
* '''Not Present'''
* '''Not Present''' - Activated when objects are not in the area.
* '''Detected by BLUFOR'''
* '''Detected by BLUFOR, Detected by OPFOR, Detected by Independent, Detected by Civilian''' - Activated when objects are in the area and are discovered by the given side.
* '''Detected by OPFOR'''
* '''Detected by Independent'''
* '''Detected by Civilian'''


| <small><tt>activationType</tt></small>
| <small><tt>activationType</tt></small>
Line 136: Line 110:
| Repeatedly calculated condition, must return boolean expression. When true, the trigger will be activated.
| Repeatedly calculated condition, must return boolean expression. When true, the trigger will be activated.
Passed variables are:
Passed variables are:
* this - boolean value of trigger conditions
* this - boolean value of activation condition
* thisList - list of all objects in trigger area
* thisList - list of all objects in trigger area, based on 'Activation'
* thisTrigger - the trigger object
* thisTrigger - trigger object
| <small><tt>condition</tt></small>
| <small><tt>condition</tt></small>
| [[String]]
| [[String]]
Line 145: Line 119:
| Trigger Expression
| Trigger Expression
| Expression executed once the trigger is activated.
| Expression executed once the trigger is activated.
Passed variables are:
Passed variables are the same as in 'Condition' expression.
* thisList - list of all objects in trigger area
* thisTrigger - the trigger object
| <small><tt>onActivation</tt></small>
| <small><tt>onActivation</tt></small>
| [[String]]
| [[String]]
Line 154: Line 126:
| Trigger Expression
| Trigger Expression
| Expression executed once the trigger is deactivated.
| Expression executed once the trigger is deactivated.
Passed variable is:
Passed variables are the same as in 'Condition' expression.
* thisTrigger - the trigger object
| <small><tt>onDeactivation</tt></small>
| <small><tt>onDeactivation</tt></small>
| [[String]]
| [[String]]
Line 218: Line 189:
|}
|}
</onlyinclude>
</onlyinclude>
[[Category:Eden Editor|Triggers]]
[[Category:Eden Editor: Asset Types|Triggers]]

Revision as of 10:06, 10 December 2015


Info Development
Name Category Description Class Type
Variable Name Trigger 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
Text Trigger Init Trigger description. Players can see it in the radio menu when activation is set to 'Radio'. Also visible in tooltip when hovering over the trigger in the editor. text String
Shape Trigger Transformation Trigger area shape.

Available options:

  • Ellipse
  • Rectangle
IsRectangle Bool
Size Trigger Transformation Trigger area size in meters. size2 Array
Position Trigger 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 Trigger Transformation Rotation in degrees. 0 points to North. rotation Number
Type Trigger Activation Trigger type, determines special behaviour upon activation.

Available options:

  • None - No other effects except of those defined by 'On Activation' expression.
  • Guarded by BLUFOR, Guarded by OPFOR, Guarded by Independent - The trigger position becomes a point to be guarded by the given side. Groups with a 'Guard' waypoint will protect all guard points in the scenario, prioritizing them by distance and order in which they were placed (the first placed is the most important).
  • Switch - Meant to work with a waypont linked to the trigger using 'Set Waypoint Activation' connection. Once activated, the trigger will force the waypoint to be skipped. Especially useful for 'Hold' or 'Guard' waypoint types, which don't complete automatically.
  • End #1, End #2, End #3, End #4, End #5, End #6 - Complete the scenario succesfully.
  • Lose - Fail the scenario.
TriggerType String
Activation Trigger Activation What or who can activate the trigger. Some options further depend on 'Activation Condition'.

Available options:

  • None - No default activation, only custom condition expression can activate the trigger.
  • Anybody - Activated when any object satisfies the 'Activation Condition'.
  • BLUFOR, OPFOR, Independent, Civilian, Game Logic - Activated when any object of the given side satisfies the 'Activation Condition'.
  • Seized by BLUFOR, Seized by OPFOR, Seized by Independent - Activated when the given side is in control of the area. Strenght matters, which means one tank can be in control of an area while ten enemy infantrymen are still present.
  • Radio Alpha, Radio Bravo, Radio Charlie, Radio Delta, Radio Echo, Radio Foxtrot, Radio Golf, Radio Hotel, Radio India, Radio Juliet - Activated by a player using radio command (accessible for player by pressing 0-0 on standard keyboard). Trigger 'Text' will be used as the command title.
ActivationBy String
Activation Trigger Activation What or who can activate the trigger. Some options further depend on 'Activation Type'. Available options are specific to connected trigger owner.

Available options:

  • Vehicle - Activated when the connected trigger owner (or its vehicle, if the owner is a crew member) satisfies the 'Activation Condition'.
  • Whole Group - Activated when all owner's group members satisfy the 'Activation Condition'.
  • Group Leader - Activated when leader of the owner's group satisfies the 'Activation Condition'.
  • Any Group Member - Activated when anyone from the owner's group satisfies the 'Activation Condition'.
activationByOwner String
Activation Condition Trigger Activation Confition of 'Activation' attribute.

Available options:

  • Present - Activated when objects are in the area.
  • Not Present - Activated when objects are not in the area.
  • Detected by BLUFOR, Detected by OPFOR, Detected by Independent, Detected by Civilian - Activated when objects are in the area and are discovered by the given side.
activationType String
Repeatable Trigger Activation Repetition rules. When enabled, the trigger can be activated again once deativated. repeatable Bool
Condition Trigger Expression Repeatedly calculated condition, must return boolean expression. When true, the trigger will be activated.

Passed variables are:

  • this - boolean value of activation condition
  • thisList - list of all objects in trigger area, based on 'Activation'
  • thisTrigger - trigger object
condition String
On Activation Trigger Expression Expression executed once the trigger is activated.

Passed variables are the same as in 'Condition' expression.

onActivation String
On Deactivation Trigger Expression Expression executed once the trigger is deactivated.

Passed variables are the same as in 'Condition' expression.

onDeactivation String
Timer Type Trigger Timer Type of activation timer.

Available options:

  • Countdown - Once the conditions are met, the trigger will activate after the specified amount of time has elapsed.
  • Timeout - The trigger's conditions must be satisfied for the entirety of specified amount of time for the trigger to activate.
interuptable Bool
Timer Values Trigger Timer Timer values in seconds, selected randomly in range from Min to Max, gravitating towards Mid. timeout Array in format [min, mid, max]
Effect Condition Trigger Effects Condition for effects to be played, must return boolean expression. effectCondition String
Sound Trigger Effects Sound player upon activation. sound String
Voice Trigger Effects Sound spoken by the first unit which activated the trigger. voice String
Environment Trigger Effects Environment sounds played upon activation. soundEnvironment String
SFX Trigger Effects Sound effect played by the trigger upon activation. Repeats as long as the trigger is active. soundTrigger String
Music Trigger Effects Music played upon activation. Replaces previously playing music track. music String
UI Overlay Trigger Effects User interface overlay shown upon activation. title String