Eden Editor: Waypoint: Difference between revisions

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| '''Type'''
| '''Type'''
| Waypoint Type
| Waypoint Type
| Waypoint type defines what will the group do when the waypoint becomes active, and condition when it becomes completed. Applies mainly on AI lead groups, players won't be prompted do perform any specific actions, although waypoint completion condition is the same.
| Waypoint type defines what the group will do when the waypoint becomes active, and the condition when it becomes completed. Applies mainly to AI-led groups, as players won't be prompted to perform any specific actions eventhough the waypoint completion condition is the same.
Some waypoints have special attributes, which are available only the next time you access the attribute window.
Some waypoints have special attributes, which are only available the next time you access the attribute window.
| <small><tt>itemClass</tt></small>
| <small><tt>itemClass</tt></small>
| [[String]]
| [[String]]
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* '''Aware''' - Default behaviour. Characters are in ready position. Vehicles prefer roads, don't use lights and their passengers will disembark to counter threats.
* '''Aware''' - Default behaviour. Characters are in ready position. Vehicles prefer roads, don't use lights and their passengers will disembark to counter threats.
* '''Combat''' - Firefight behaviour. Characters break formation and take cover. Vehicles ignore roads and don't use lights.
* '''Combat''' - Firefight behaviour. Characters break formation and take cover. Vehicles ignore roads and don't use lights.
* '''Stealth''' - Characters break formation and move causiously, preferring cover and prone stance. Vehicles prefer roads, but don't use lights.
* '''Stealth''' - Characters break formation and move cautiously, preferring cover and going prone. Vehicles prefer roads, but don't use lights.


| <small><tt>behaviour</tt></small>
| <small><tt>behaviour</tt></small>

Revision as of 14:12, 14 December 2015

Attributes

Info Development
Name Category Description Class Type
Type Waypoint Type Waypoint type defines what the group will do when the waypoint becomes active, and the condition when it becomes completed. Applies mainly to AI-led groups, as players won't be prompted to perform any specific actions eventhough the waypoint completion condition is the same.

Some waypoints have special attributes, which are only available the next time you access the attribute window.

itemClass String
Description Waypoint Init Text visible for the player next to waypoint icon in the scene. description String
Order Waypoint Init Order in which waypoints follow. When changing order, the waypoint will take position of the selected one, pushing all other further down. order
Identifier Waypoint Init System name of the waypoint, used for identification in scripts. name String
Position Waypoint Transformation World coordinates in meters. X goes from East to West, Y from South to North and Z is height above terrain. position Position3D
Placement Radius Waypoint Transformation Placement radius in meters. The entity will start on a random position within the radius. placementRadius Number
Completion Radius Waypoint Transformation Distance in meters in which a group members has to be in order for waypoint to be considered completed. completionRadius Number
Combat Mode Waypoint States

Available options:

  • Unchanged - No change compared to the previous state.
  • Forced Hold Fire - The group will never fire under any circumstances.
  • Don't Fire Unless Fired Upon, Keep Formation - Group members will hold fire unless directly threatened.
  • Don't Fire Unless Fired Upon - Group members will move into positions from which they can shoot at the enemy, but will hold fire unless directly threatened.
  • Open Fire, Keep Formation - Default combat mode. Group members will fire upon any target in range, while staying in formation. The group leader may order individual members to engage specific targets.
  • Open Fire - Group members will fire at any suitable target in range, leaving formation to find suitable shooting position.
combatMode String
Behaviour Waypoint States

Available options:

  • Unchanged - No change compared to the previous state.
  • Careless - The same as 'Safe', except that it won't be switched automatically after spotting a threat. Use with caution, player may perceive AIs in this behaviour to be defective.
  • Safe - Non-combat behaviour. Characters have weapon lowered. Vehicles follow roads and use lights. They automatically switch to 'Aware' upon spotting a threat.
  • Aware - Default behaviour. Characters are in ready position. Vehicles prefer roads, don't use lights and their passengers will disembark to counter threats.
  • Combat - Firefight behaviour. Characters break formation and take cover. Vehicles ignore roads and don't use lights.
  • Stealth - Characters break formation and move cautiously, preferring cover and going prone. Vehicles prefer roads, but don't use lights.
behaviour String
Formation Waypoint States

Available options:

  • Unchanged
  • Wedge
  • Vee
  • Line
  • Column
  • File
  • Staggered Column
  • Echelon Left
  • Echelon Right
  • Diamond
formation String
SpeedMode Waypoint States

Available options:

  • Unchanged
  • Limited
  • Normal
  • Full
speedMode String
Condition Waypoint Expression Repeatedly calculated condition, must return boolean expression. When the waypoint type conditions are met and this expression returns true, the waypoint is completed.

Passed variables are:

  • this - group leader
  • thisList - array with all group members
condition String
On Activation Waypoint Expression Expression called when the waypoint is completed.

Passed variables are:

  • this - group leader
  • thisList - array with all group members
onActivation String
Script Waypoint Expression Script executed when 'SCRIPTED' waypoint type is selected. The waypoint will be completed once the script is finished. script String
Map Visibility Waypoint Visibility Make the waypoint visible for the player in the map. show2D Bool
Scene Visibility Waypoint Visibility Make the waypoint visible for the player in the scene. show3D Bool
Timer Values Waypoint Timer Time in seconds passed between when the waypoint would be considered complete and when it actually completes. Selected randomly in a range from Min to Max, gravitating towards Mid. timeout Array in format [min, mid, max]
Effect Condition Waypoint Effects Condition for effects to be played, must return boolean expression. effectCondition String
Sound Waypoint Effects Sound player upon activation. sound String
Voice Waypoint Effects Sound spoken by the first unit which activated the trigger. voice String
Environment Waypoint Effects Environment sounds played upon activation. soundEnvironment String
Music Waypoint Effects Music played upon activation. Replaces previously playing music track. music String
UI Overlay Waypoint Effects User interface overlay shown upon activation. title String