Eden Editor: Object: Difference between revisions
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== Attributes == | == Attributes == | ||
<onlyinclude> | <onlyinclude> | ||
<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. --> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
! colspan="3" | Info | ! colspan="3" | <big>Info</big> | ||
! colspan="2" | [[Eden Editor: Setting Attributes|Development]] | ! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big> | ||
|- | |- | ||
! Name | ! Name | ||
Line 12: | Line 13: | ||
|- | |- | ||
| '''Type''' | | '''Type''' | ||
| | | Type | ||
| Object type. Can be changed only to another type of the same side, | | Object type. Can be changed only to another type of the same side, | ||
| <tt>ItemClass</tt> | e.g., you can change BLUFOR Car to BLUFOR Helicopter, but not to OPFOR Car or a Prop. | ||
| <small><tt>ItemClass</tt></small> | |||
| [[String]] | | [[String]] | ||
|- | |- | ||
| '''Variable Name''' | | '''Variable Name''' | ||
| | | 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. | | 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> | | <small><tt>Name</tt></small> | ||
| [[String]] | | [[String]] | ||
|- | |- | ||
| '''Init''' | | '''Init''' | ||
| | | Init | ||
| Expression called upon start. In multiplayer, it | | Expression called upon at start. In multiplayer, it is called on every machine and for each player who joins in the progress. The variable 'this' refers to the affected object. | ||
| <tt>Init</tt> | | <small><tt>Init</tt></small> | ||
| [[String]] | | [[String]] | ||
|- | |- | ||
| '''Position''' | | '''Position''' | ||
| | | Transformation | ||
| World coordinates in meters. X goes from East | | World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain. | ||
| <tt>position</tt> | | <small><tt>position</tt></small> | ||
| [[Position3D]] | | [[Position3D]] | ||
|- | |- | ||
| '''Rotation''' | | '''Rotation''' | ||
| | | Transformation | ||
| | | Local rotation in degrees. X is pitch, Y is roll and Z is yaw. | ||
| <tt>rotation</tt> | | <small><tt>rotation</tt></small> | ||
| [[Number]] | | [[Number]] | ||
|- | |- | ||
| '''Placement Radius''' | | '''Placement Radius''' | ||
| | | Transformation | ||
| Placement radius in meters. The | | Placement radius in meters. The entity will start at a random position within the radius. | ||
| <tt>placementRadius</tt> | | <small><tt>placementRadius</tt></small> | ||
| [[Number]] | | [[Number]] | ||
|- | |- | ||
| ''' | | '''Player''' | ||
| | | Control | ||
| | | Player in singleplayer. When enabled, the character will also be available in multiplayer and team switch ('Playable' status cannot be disabled individually in such case). | ||
| <tt>ControlSP</tt> | | <small><tt>ControlSP</tt></small> | ||
| [[Bool]] | | [[Bool]] | ||
|- | |- | ||
| ''' | | '''Playable''' | ||
| | | Control | ||
| | | When enabled, the character will appear as a slot in the multiplayer scenario lobby and in the list of roles available for team switch. | ||
| <tt>ControlMP</tt> | | <small><tt>ControlMP</tt></small> | ||
| [[Bool]] | | [[Bool]] | ||
|- | |- | ||
| '''Role Description''' | | '''Role Description''' | ||
| | | Control | ||
| Multiplayer role description visible in the multiplayer lobby. When undefined, object type name will be used by default. | | Multiplayer role description visible in the multiplayer lobby. When undefined, the object type name will be used by default. | ||
| <tt>description</tt> | | <small><tt>description</tt></small> | ||
| [[String]] | | [[String]] | ||
|- | |- | ||
| '''Lock''' | | '''Lock''' | ||
| | | States | ||
| Vehicle lock. | | Vehicle lock. When locked, characters outside of the vehicle will be unable to get in and those already inside will be forbidden from leaving. | ||
| <tt>lock</tt> | Available options: | ||
* '''Unlocked''' - Anyone can get in | |||
* '''Default''' - Group leaders and anyone who was ordered in by their group leader can get in | |||
* '''Locked''' - No one can get in | |||
* '''Locked for players''' - Anyone except for players can get in | |||
| <small><tt>lock</tt></small> | |||
| [[Number]] | | [[Number]] | ||
|- | |- | ||
| '''Skill''' | | '''Skill''' | ||
| | | States | ||
| General AI skill. The attribute | | General AI skill. The attribute does not allow for decreasing it below 20%, because AI behavior would be too simplified. | ||
| <tt>skill</tt> | | <small><tt>skill</tt></small> | ||
| [[Number]] | | [[Number]] | ||
|- | |- | ||
| '''Health / Armor''' | | '''Health / Armor''' | ||
| | | States | ||
| Object health / armor. When close to 0%, the object will be destroyed. | | Object health / armor. When close to 0%, the object will be destroyed. | ||
| <tt>Health</tt> | | <small><tt>Health</tt></small> | ||
| [[Number]] | | [[Number]] | ||
|- | |- | ||
| '''Fuel''' | | '''Fuel''' | ||
| | | States | ||
| Vehicle fuel | | Vehicle fuel. | ||
| <tt>fuel</tt> | | <small><tt>fuel</tt></small> | ||
| [[Number]] | | [[Number]] | ||
|- | |- | ||
| '''Ammunition''' | | '''Ammunition''' | ||
| | | States | ||
| General vehicle ammo state | | General vehicle ammo state. | ||
| <tt>ammo</tt> | | <small><tt>ammo</tt></small> | ||
| [[Number]] | | [[Number]] | ||
|- | |- | ||
| '''Rank''' | | '''Rank''' | ||
| | | States | ||
| Character rank. When a group leader is killed, the subordinate with the highest rank will take over. | | Character rank. When a group leader is killed, the subordinate with the highest rank will take over. | ||
| <tt>rank</tt> | Available options: | ||
* '''Private''' | |||
* '''Corporal''' | |||
* '''Sergeant''' | |||
* '''Lieutenant''' | |||
* '''Captain''' | |||
* '''Major''' | |||
* '''Colonel''' | |||
| <small><tt>rank</tt></small> | |||
| [[String]] | | [[String]] | ||
|- | |- | ||
| '''Show Model''' | | '''Show Model''' | ||
| | | Special States | ||
| Show model and collisions. | | Show model and collisions. Even when disabled, the object will be simulated normally (e.g., soldiers will still be able to move and shoot). | ||
| <tt>hideObject</tt> | | <small><tt>hideObject</tt></small> | ||
| [[Bool]] | | [[Bool]] | ||
|- | |- | ||
| '''Enable Simulation''' | | '''Enable Simulation''' | ||
| | | Special States | ||
| Enable simulation. When disabled, the object will freeze and ignore any input or collisions. | | Enable simulation. When disabled, the object will freeze and ignore any input or collisions. | ||
| <tt>enableSimulation</tt> | | <small><tt>enableSimulation</tt></small> | ||
| [[Bool]] | | [[Bool]] | ||
|- | |- | ||
| '''Enable Damage''' | | '''Enable Damage''' | ||
| | | Special States | ||
| Set if the object can receive any damage. When a vehicle is invincible, its crew can still be killed. | | Set if the object can receive any damage. When a vehicle is invincible, its crew can still be killed. | ||
| <tt>allowDamage</tt> | | <small><tt>allowDamage</tt></small> | ||
| [[Bool]] | | [[Bool]] | ||
|- | |- | ||
| '''Enable Stamina''' | | '''Enable Stamina''' | ||
| | | Special States | ||
| Set whether the character should become tired when moving or not. When disabled for player, the stamina bar will be hidden completely. | | Set whether the character should become tired when moving or not. When disabled for player, the stamina bar will be hidden completely. | ||
| <tt>enableStamina</tt> | | <small><tt>enableStamina</tt></small> | ||
| [[Bool]] | | [[Bool]] | ||
|- | |- | ||
| '''Name''' | | '''Name''' | ||
| | | Identity | ||
| Character name, by default automatically generated based on faction. | | Character name, by default automatically generated based on faction. | ||
| <tt>unitName</tt> | | <small><tt>unitName</tt></small> | ||
| [[String]] | | [[String]] | ||
|- | |- | ||
| '''Face''' | | '''Face''' | ||
| | | Identity | ||
| Character face. | | Character face. | ||
| <tt>face</tt> | | <small><tt>face</tt></small> | ||
| [[String]] | | [[String]] | ||
|- | |- | ||
| '''Voice''' | | '''Voice''' | ||
| | | Identity | ||
| Radio voice used in group communication (e.g., target reporting). | | Radio voice used in group communication (e.g., target reporting). | ||
| <tt>speaker</tt> | | <small><tt>speaker</tt></small> | ||
| [[String]] | | [[String]] | ||
|- | |- | ||
| '''Voice Pitch''' | | '''Voice Pitch''' | ||
| | | Identity | ||
| Voice pitch. Higher number means higher voice. | | Voice pitch. Higher number means higher voice. | ||
| <tt>pitch</tt> | | <small><tt>pitch</tt></small> | ||
| [[Number]] | | [[Number]] | ||
|- | |- | ||
| '''Probability of Presence''' | | '''Probability of Presence''' | ||
| | | Presence | ||
| Probability of presence evaluated at the scenario start. When it fails, the object is not created at all. | | Probability of presence evaluated at the scenario start. When it fails, the object is not created at all. | ||
| <tt>presence</tt> | | <small><tt>presence</tt></small> | ||
| [[Number]] | | [[Number]] | ||
|- | |- | ||
| '''Condition of Presence''' | | '''Condition of Presence''' | ||
| | | Presence | ||
| Condition of presence evaluated at the scenario start, must return boolean expression. When false, the object is not created at all. | | Condition of presence evaluated at the scenario start, must return boolean expression. When false, the object is not created at all. | ||
| <tt>presenceCondition</tt> | | <small><tt>presenceCondition</tt></small> | ||
| [[String]] | |||
|- | |||
| '''Equipment Storage''' | |||
| Equipment Storage | |||
| |Contents of inventory storage available in ammo boxes and vehicles. | |||
| <small><tt>ammoBox</tt></small> | |||
| [[String]] | | [[String]] | ||
|} | |} |
Revision as of 14:36, 9 February 2016
Attributes
Info | Development | |||
---|---|---|---|---|
Name | Category | Description | Class | Type |
Type | Type | Object type. Can be changed only to another type of the same side,
e.g., you can change BLUFOR Car to BLUFOR Helicopter, but not to OPFOR Car or a Prop. |
ItemClass | String |
Variable Name | 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 | Init | Expression called upon at start. In multiplayer, it is called on every machine and for each player who joins in the progress. The variable 'this' refers to the affected object. | Init | String |
Position | Transformation | World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain. | position | Position3D |
Rotation | Transformation | Local rotation in degrees. X is pitch, Y is roll and Z is yaw. | rotation | Number |
Placement Radius | Transformation | Placement radius in meters. The entity will start at a random position within the radius. | placementRadius | Number |
Player | Control | Player in singleplayer. When enabled, the character will also be available in multiplayer and team switch ('Playable' status cannot be disabled individually in such case). | ControlSP | Bool |
Playable | Control | When enabled, the character will appear as a slot in the multiplayer scenario lobby and in the list of roles available for team switch. | ControlMP | Bool |
Role Description | Control | Multiplayer role description visible in the multiplayer lobby. When undefined, the object type name will be used by default. | description | String |
Lock | States | Vehicle lock. When locked, characters outside of the vehicle will be unable to get in and those already inside will be forbidden from leaving.
Available options:
|
lock | Number |
Skill | States | General AI skill. The attribute does not allow for decreasing it below 20%, because AI behavior would be too simplified. | skill | Number |
Health / Armor | States | Object health / armor. When close to 0%, the object will be destroyed. | Health | Number |
Fuel | States | Vehicle fuel. | fuel | Number |
Ammunition | States | General vehicle ammo state. | ammo | Number |
Rank | States | Character rank. When a group leader is killed, the subordinate with the highest rank will take over.
Available options:
|
rank | String |
Show Model | Special States | Show model and collisions. Even when disabled, the object will be simulated normally (e.g., soldiers will still be able to move and shoot). | hideObject | Bool |
Enable Simulation | Special States | Enable simulation. When disabled, the object will freeze and ignore any input or collisions. | enableSimulation | Bool |
Enable Damage | 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 | Special States | Set whether the character should become tired when moving or not. When disabled for player, the stamina bar will be hidden completely. | enableStamina | Bool |
Name | Identity | Character name, by default automatically generated based on faction. | unitName | String |
Face | Identity | Character face. | face | String |
Voice | Identity | Radio voice used in group communication (e.g., target reporting). | speaker | String |
Voice Pitch | Identity | Voice pitch. Higher number means higher voice. | pitch | Number |
Probability of Presence | Presence | Probability of presence evaluated at the scenario start. When it fails, the object is not created at all. | presence | Number |
Condition of Presence | Presence | Condition of presence evaluated at the scenario start, must return boolean expression. When false, the object is not created at all. | presenceCondition | String |
Equipment Storage | Equipment Storage | Contents of inventory storage available in ammo boxes and vehicles. | ammoBox | String |