Eden Editor: Terminology
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Term | Description |
---|---|
Area Marker |
|
Area Scaling |
Action of changing size of an entity area. |
Asset |
Content available for placing. Once places, it becomes an entity. |
Asset Sub-type |
Minor categorization of the asset browser. Available sub-types are based on currently selected asset type (e.g., for objects, sub-types are sides like BLUFOR, OFPOR, etc.) |
Asset Type |
Major categorization of the asset browser. Formerly known as editing mode in the 2D editor. Modes are objects, compositions, triggers, waypoints, systems and markers. |
Asset Browser |
A list of all assets available for placing. Categorized by asset type and asset sub-type. |
Attribute |
Individual setting of an entity (e.g., object attributes are position, name, fuel, etc.) |
Briefing |
Text based introduction to the scenario. It's shown before Scenario phase starts, but only after intro ends. Can be disabled completely. |
Character |
|
Composition |
Collection of objects. When the objects are characters, the composition is also known as group. |
Connecting |
Action of connecting one or more entities to another entity, using specific connection type. |
Context Menu |
Menu opened by clicking Right Mouse Button on an entity. Will show only options related to selected entities. |
Entity |
An editable element. Can be object, group, trigger, waypoint, system or marker. All entities are represented by an icon in the view and by an entry in the entity list. Before placing, an entity is an asset available in the asset browser. |
Entity List |
A list of all entities| currently in the scenario. |
Group |
Group entity type. A group consists of characters and has one leader, who's able to issue orders to others. |
Grouping |
Action of connecting one AI character to another Character or a group. |
Intro |
Opening phase of the scenario, performed before the scenario itself (including briefing) starts. It's available only in singleplayer and player cannot control it. |
Logic |
Dummy system which doesn't have any existing functionality on its own, but can be used together with other systems. |
Map |
2D view where environment and entities are visible. 3D part of the view is the scene. |
Marker |
Eden Editor: Marker entity type. Marker is symbol or an area drawn only in the map. |
Menu Bar |
Menus structure which lists almost all available actions and tools with their keyboard shortcuts. |
Mission |
See Scenario. Mission is an older name which was used until Arma 2, but may still appear in some cases. |
Module |
Advancedsystem which executes pre-defined functionality (e.g., sector module, save game module, etc.) It can be often configured using custom attributes. |
Object |
Object entity type. It's basic entity type, usually with a model, textures and some sort of simulation (e.g., car, house, etc.) It's further divided to characters, vehicles and props. |
Outro |
Closing phase of the scenario, performed after the scenario ends. It has Win and Lose versions, only one of them is selected based on outcome of the scenario. It's available only in singleplayer and player cannot control it. |
Phase |
Scenario section, launched sequentially in order Intro > Scenario > Outro (either Win or Lose version). |
Placing |
Action of adding one or more entities to the scenario from the asset browser |
Preview |
Playing a scenario from the editor to see how it performs. |
Prop |
|
Rotating |
Action of changing entity angle around X, Y or Z axis. |
Scenario |
Most commonly the name of whole project, where all entities or scenario attributes are saved. Final scenario can be exported to PBO and shared, or published to Steam Workshop.
Alternatively, Scenario can refer to Scenario phase where all interactive gameplay happens. |
Scene |
3D view where environment and entities are visible. 2D part of the view is the map. |
Status Bar |
|
Synchronizing |
See Syncing. |
Syncing |
Action of connecting one or more entities to another entity using general connection type. |
System |
System entity type. System is a virtual object with specific purpose, and can be a logic or a module. |
Toolbar |
A bar with icons for quick access to the most commonly used actions and tools. They can also be found in the menu bar. |
Transformation Widget |
|
Transforming |
Action of direct manipulation of entities in the view, can be translating, rotating, area scaling or connecting |
Translating |
Action of changing X, Y or Z coordinates of an entity. |
Trigger |
Trigger entity type. Trigger is an event called once specific set of conditions is met. It can have a volume and check for presence of objects in it. |
Vehicle |
|
View |
Representation of scenario environment, can be 3D scene or 2D map |
Waypoint |
Waypoint entity type. Waypoint belongs to a group, and tells it to perform some operation. When the group has multiple waypoints, it will go through them in pre-defined order. |
Widget |
See Transformation Widget. |
Workspace |
Working environment, contains the view and all main user interface elements - menu bar, toolbar, entity list, asset browser and status bar. |