Eden Editor: Object Categorization: Difference between revisions

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| <tt>EdCat_Animals</tt>
| <tt>EdCat_Animals</tt>
| ''Animals''
| ''Animals''
|  
| Animals, i.e., objects inherited from <tt>class Animal</tt>.
|-
|-
| <tt>EdCat_Default</tt>
| <tt>EdCat_Default</tt>
| ''Other''
| ''Other''
|  
| Default category where unsorted objects belong. Ideally, you should never use it and pick one of the more specific categories instead.
|-
|-
| <tt>EdCat_Equipment</tt>
| <tt>EdCat_Equipment</tt>
| ''Equipment''
| ''Equipment''
|  
| Character equipment (i.e., uniforms, vests, backpacks and headgear) which player can pick. Usually inherited from weapon <tt>class WeaponHolder</tt> and vehicle <tt>class Backpack</tt>.
|-
|-
| <tt>EdCat_Fences</tt>
| <tt>EdCat_Fences</tt>
| ''Fences''
| ''Fences''
|  
| Fence is [https://en.wikipedia.org/wiki/Fence defined] as ''a structure that encloses an area, typically outdoors, and is usually constructed from posts that are connected by boards, wire, rails or netting.[1] A fence differs from a wall in not having a solid foundation along its whole length.'' Includes matching gates and corner elements.
|-
|-
| <tt>EdCat_Furniture</tt>
| <tt>EdCat_Furniture</tt>
| ''Furniture''
| ''Furniture''
|  
| Furniture is [https://en.wikipedia.org/wiki/Furniture defined] as ''the movable objects intended to support various human activities such as seating (e.g., chairs, stools and sofas) and sleeping (e.g., beds)''
|-
|-
| <tt>EdCat_Ruins</tt>
| <tt>EdCat_Ruins</tt>
| ''Ruins''
| ''Ruins''
|  
| Ruins of objects categorized in ''Structures'' class. Not destroyed vehicles, they should be placed in ''Wrecks''.
|-
|-
| <tt>EdCat_Ruins_Altis</tt>
| <tt>EdCat_Ruins_Altis</tt>
| ''Ruins (Altis)''
| ''Ruins (Altis)''
|  
| Ruins of objects categorized in ''Structures (Altis)'' class.
|-
|-
| <tt>EdCat_Ruins_Tanoa</tt>
| <tt>EdCat_Ruins_Tanoa</tt>
| ''Ruins (Tanoa)''
| ''Ruins (Tanoa)''
|  
| Ruins of objects categorized in ''Structures (Tanoa)'' class.
<!--
|-
|-
| <tt>EdCat_Sets</tt>
| <tt>EdCat_Sets</tt>
| ''Sets''
| ''Sets''
|  
|  
-->
|-
|-
| <tt>EdCat_Signs</tt>
| <tt>EdCat_Signs</tt>
| ''Signs''
| ''Signs''
|  
| Signs, wall and ground decals and helper objects.
|-
|-
| <tt>EdCat_Structures</tt>
| <tt>EdCat_Structures</tt>
| ''Structures''
| ''Structures''
|  
| Immovable man-made objects, like buildings, industrial objects or utility network.
|-
|-
| <tt>EdCat_Structures_Altis</tt>
| <tt>EdCat_Structures_Altis</tt>
| ''Structures (Altis)''
| ''Structures (Altis)''
|  
| Structures belonging specifically to Altis (i.e., Mediterranean) themed terrains.
|-
|-
| <tt>EdCat_Structures_Tanoa</tt>
| <tt>EdCat_Structures_Tanoa</tt>
| ''Structures (Tanoa)''
| ''Structures (Tanoa)''
|  
| Structures belonging specifically to Tanoa (i.e., Pacific) themed terrains.
|-
|-
| <tt>EdCat_Supplies</tt>
| <tt>EdCat_Supplies</tt>
| ''Supplies''
| ''Supplies''
|  
| Equipment containers which can store weapons, magazines, items and equipment. Used for cargo crates, equipment which are visualized directly (e.g., specific rifle) belong to ''Equipment'' and ''Weapon Attachments''and ''Weapons'' categories.
<!--
|-
|-
| <tt>EdCat_TEST</tt>
| <tt>EdCat_TEST</tt>
| ''TEST''
| ''TEST''
|  
|  
-->
|-
|-
| <tt>EdCat_Things</tt>
| <tt>EdCat_Things</tt>
| ''Things''
| ''Things''
|  
| Movable man-made objects.
|-
|-
| <tt>EdCat_VRObjects</tt>
| <tt>EdCat_VRObjects</tt>
| ''VR Objects''
| ''VR Objects''
|  
| Virtual Reality themed objects, including structures and walls (this category has larger priority than others).
|-
|-
| <tt>EdCat_Walls</tt>
| <tt>EdCat_Walls</tt>
| ''Walls''
| ''Walls''
|  
| Objects for area enclosure with solid foundation. Includes matching gates and corner elements.
|-
|-
| <tt>EdCat_WeaponAttachments</tt>
| <tt>EdCat_WeaponAttachments</tt>
| ''Weapon Attachments''
| ''Weapon Attachments''
|  
| Weapon attachments which player can pick. Usually inherited from <tt>class WeaponHolder</tt>.
|-
|-
| <tt>EdCat_Weapons</tt>
| <tt>EdCat_Weapons</tt>
| ''Weapons''
| ''Weapons''
|  
| Weapons attachments which player can pick. Usually inherited from <tt>class WeaponHolder</tt>.
|-
|-
| <tt>EdCat_Wrecks</tt>
| <tt>EdCat_Wrecks</tt>
| ''Wrecks''
| ''Wrecks''
|  
| Destroyed vehicles. Should use the subcategories as unamaged vehicles have.
|}
|}



Revision as of 16:49, 3 February 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 technically vehicles)
class CfgVehicles
{
	class MyObject: Car
	{
		// SUBMODE
		// The side decides under which submode (e.g., BLUFOR) is the object sorted
		// When the class doesn't inherit from AllVehicles or its child classes (e.g., Car),
		// the side is ignored and the object will be a Prop
		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

Characters and Vehicles

Faction

Subcategory

Class Display Name Contents
EdSubcat_AAs Anti-Air Vehicles specifically equipped for neutralizing air threats.
EdSubcat_APCs APCs Vehicles which were designed as Armored Vehicle Carriers. A tank with passenger seats (e.g., M4A2 Slammer) is not an APC, because such functionality is not its main purpose.
EdSubcat_Artillery Artillery Vehicles which were designed to engage distant targets. Generally reserved only with vehicles where gunner can access the ballistic computer.
EdSubcat_Boats Boats Naval vehicles.
EdSubcat_Cars Cars Lightly armored wheeled vehicles.
EdSubcat_Drones Drones Vehicles which doesn't need crew and are controlled using UAV interface.
EdSubcat_Helicopters Helicopters Rotary wing aircrafts.
EdSubcat_Personnel Men Default characters folder.
EdSubcat_Personnel_African Men (African) Civilians with African identity sets.
EdSubcat_Personnel_Asian Men (Asian) Civilians with Asian identity sets.
EdSubcat_Personnel_Camo_Arctic Men (Arctic) Characters in arctic (snow) camouflage uniforms.
EdSubcat_Personnel_Camo_Arid Men (Arid) Characters in arid camouflage uniforms.
EdSubcat_Personnel_Camo_Desert Men (Desert) Characters in desert camouflage uniforms.
EdSubcat_Personnel_Camo_Jungle Men (Jungle) Characters in jungle camouflage uniforms.
EdSubcat_Personnel_Camo_Urban Men (Urban) Characters in urban camouflage uniforms.
EdSubcat_Personnel_Camo_Woodland Men (Woodland) Characters in woodland camouflage uniforms.
EdSubcat_Personnel_European Men (European) Civilians with European identity sets.
EdSubcat_Personnel_SpecialForces Men (Special Forces) Characters with special purpose (e.g., recon, snipers, divers, etc.)
EdSubcat_Personnel_Story Men (Story) Special story characters, usually with specific names and identities already assigned.
EdSubcat_Personnel_VR Men (Virtual Reality) Virtual characters.
EdSubcat_Planes Planes Fixed wing aircrafts.
EdSubcat_Submersibles Submersibles Vehicles operating underwater.
EdSubcat_Tanks Tanks Armored vehicles with main purpose to neutralize other armored vehicles.
EdSubcat_Targets Targets Virtual targets for AI.
EdSubcat_Turrets Turrets Static weapons, e.g., fixed machine guns or mortars. This subcategory has priority over others (e.g., mortar is an artillery as well, but it's a turret first).

Props

Category

Class Display Name Contents
EdCat_Animals Animals Animals, i.e., objects inherited from class Animal.
EdCat_Default Other Default category where unsorted objects belong. Ideally, you should never use it and pick one of the more specific categories instead.
EdCat_Equipment Equipment Character equipment (i.e., uniforms, vests, backpacks and headgear) which player can pick. Usually inherited from weapon class WeaponHolder and vehicle class Backpack.
EdCat_Fences Fences Fence is defined as a structure that encloses an area, typically outdoors, and is usually constructed from posts that are connected by boards, wire, rails or netting.[1] A fence differs from a wall in not having a solid foundation along its whole length. Includes matching gates and corner elements.
EdCat_Furniture Furniture Furniture is defined as the movable objects intended to support various human activities such as seating (e.g., chairs, stools and sofas) and sleeping (e.g., beds)
EdCat_Ruins Ruins Ruins of objects categorized in Structures class. Not destroyed vehicles, they should be placed in Wrecks.
EdCat_Ruins_Altis Ruins (Altis) Ruins of objects categorized in Structures (Altis) class.
EdCat_Ruins_Tanoa Ruins (Tanoa) Ruins of objects categorized in Structures (Tanoa) class.
EdCat_Signs Signs Signs, wall and ground decals and helper objects.
EdCat_Structures Structures Immovable man-made objects, like buildings, industrial objects or utility network.
EdCat_Structures_Altis Structures (Altis) Structures belonging specifically to Altis (i.e., Mediterranean) themed terrains.
EdCat_Structures_Tanoa Structures (Tanoa) Structures belonging specifically to Tanoa (i.e., Pacific) themed terrains.
EdCat_Supplies Supplies Equipment containers which can store weapons, magazines, items and equipment. Used for cargo crates, equipment which are visualized directly (e.g., specific rifle) belong to Equipment and Weapon Attachmentsand Weapons categories.
EdCat_Things Things Movable man-made objects.
EdCat_VRObjects VR Objects Virtual Reality themed objects, including structures and walls (this category has larger priority than others).
EdCat_Walls Walls Objects for area enclosure with solid foundation. Includes matching gates and corner elements.
EdCat_WeaponAttachments Weapon Attachments Weapon attachments which player can pick. Usually inherited from class WeaponHolder.
EdCat_Weapons Weapons Weapons attachments which player can pick. Usually inherited from class WeaponHolder.
EdCat_Wrecks Wrecks Destroyed vehicles. Should use the subcategories as unamaged vehicles have.

Subcategory

Class Display Name Intended Category Contents
EdSubcat_AAs Anti-Air
EdSubcat_Advertisements Advertisements
EdSubcat_Airports Airport
EdSubcat_APCs APCs
EdSubcat_Aquatic Aquatic
EdSubcat_Artillery Artillery
EdSubcat_AssaultRifles Assault Rifles
EdSubcat_Avian Avian
EdSubcat_Backpacks Backpacks
EdSubcat_Beach Beach
EdSubcat_BlankSigns Blanks
EdSubcat_Blocks Blocks
EdSubcat_Boats Boats
EdSubcat_BottomSlot Bipods
EdSubcat_Camping Camping
EdSubcat_Cars Cars
EdSubcat_Cemetery Cemetery
EdSubcat_Chemlights Chemlights
EdSubcat_ConstructionSites Construction Sites
EdSubcat_Decals Decals
EdSubcat_Default Other
EdSubcat_DismantledWeapons Dismantled Weapons
EdSubcat_Drones Drones
EdSubcat_Electronics Electronics
EdSubcat_Explosives Explosives
EdSubcat_Flags Flags
EdSubcat_Food Food
EdSubcat_FrontSlot Suppressors
EdSubcat_Garbage Junk
EdSubcat_Graffiti Graffiti
EdSubcat_Hats Hats
EdSubcat_Helicopters Helicopters
EdSubcat_Helipads Helipads
EdSubcat_Helmets Helmets
EdSubcat_Helpers Helpers
EdSubcat_Historical Historical
EdSubcat_Industrial Industrial
EdSubcat_Intel Intel
EdSubcat_InventoryItems Inventory Items
EdSubcat_Lamps Lamps
EdSubcat_Launchers Launchers
EdSubcat_MachineGuns Machine Guns
EdSubcat_Machines Machines
EdSubcat_Magazines Magazines
EdSubcat_Market Market
EdSubcat_Medicine Medicine
EdSubcat_Military Military
EdSubcat_Obstacles Obstacles
EdSubcat_Office Office
EdSubcat_Personnel Men
EdSubcat_Personnel_African Men (Africans)
EdSubcat_Personnel_Asian Men (Asian)
EdSubcat_Personnel_Camo_Arctic Men (Arctic)
EdSubcat_Personnel_Camo_Arid Men (Arid)
EdSubcat_Personnel_Camo_Desert Men (Desert)
EdSubcat_Personnel_Camo_Jungle Men (Jungle)
EdSubcat_Personnel_Camo_Urban Men (Urban)
EdSubcat_Personnel_Camo_Woodland Men (Woodland)
EdSubcat_Personnel_European Men (European)
EdSubcat_Personnel_SpecialForces Men (Special Forces)
EdSubcat_Personnel_Story Men (Story)
EdSubcat_Personnel_Tanoan Men (Tanoan)
EdSubcat_Personnel_VR Men (Virtual Reality)
EdSubcat_Pistols Pistols
EdSubcat_Planes Planes
EdSubcat_Posters Posters
EdSubcat_Racing Racing
EdSubcat_Religious Religious
EdSubcat_Residential_City City
EdSubcat_Residential_Village Village
EdSubcat_RoadSigns Road Signs
EdSubcat_Seaports Seaport
EdSubcat_Services Services
EdSubcat_ShootHouse Shoot House
EdSubcat_Shops Shop
EdSubcat_SideSlot Accessories
EdSubcat_SniperRifles Sniper & Marksmen Rifles
EdSubcat_Sports Sport & Recreation
EdSubcat_Storage Storage
EdSubcat_SubMachineGuns SMGs
EdSubcat_Submersibles Submersibles
EdSubcat_Tanks Tanks
EdSubcat_Targets Targets
EdSubcat_Terrestrial Terrestrial
EdSubcat_TEST TEST
EdSubcat_Tools Tools
EdSubcat_TopSlot_Collimators Collimator Sights
EdSubcat_TopSlot_Optics Optic Sights
EdSubcat_Trains Trains
EdSubcat_Transportation Transportation
EdSubcat_Turrets Turrets
EdSubcat_Uniforms Uniforms
EdSubcat_Utilities Utilities
EdSubcat_Vests Vests
EdSubcat_WarningSigns Warnings