R3vo/Sandbox – User

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Ambient Light Effects

Light 100m illumination

Creates a light source with a slightly concentrated light source.

Light 300m illumination

Creates a light source, illumination is uniform within 300 m, useful when you want to have visibility during night time.

Artillery Ground Lights

Simulates light casted by distant explosions. Can be used either to create the atmosphere of a battle or as a way to illuminate the area around the player from time to time (at every 10 seconds or so).

Artillery Sky Lights

Simulates the light of explosions reflected by clouds or particles in the air.

Ambient Misc Effects

Ground fog linked to player

Creates fog out of particles around the player, in principle to be used in conjunction with vanilla fog for a more dramatic effect.

Low Fog

Creates rectangular patches of fog, to be placed over puddles, lakes, river beds etc. It can be rotated to fit the area better.

Night_clouds_linked_to_player Simulates night clouds during night time made out of particles. Useful when you want to benefit from the lighting of a full moon without using vanilla overcast and still have clouds.

Ambient Sound Effects

Big fire burning sound

Creates a sound source of a burning place.

Binaural Battle Sounds

Plays sounds of distant explosions and shots straight into the headset using binaural sounds. Useful when you want to create a battle environment.

Fire Effects

Big fire

Creates a relatively big fire, with its own light source and sound. Does damage to players and AI.

Fire burst

Creates a fire, with its own light source and sound. Doesn’t do damage and its direction can be tweaked by rotating the object.

Line of fire

Generates a 1 meter line of fire effect. Doesn’t have its own light or sound source, doesn’t do damage. Its direction can be tweaked by rotating the object.

Roof fire

Creates fire effect which sticks to the highest point in the vicinity either is a roof or floor. Doesn’t have its own light source, though it has a sound and it doesn’t do damage.

Small area fire

Creates a fire effect covering a small area on ground, it has no light source of its own and doesn’t do damage.

Small area fire TEST

Creates the same effect as Small area fire from above, however its behavior was altered so the effect is active only if the player is in range of 55 meters in order to save performance when many effects are active at the same time. This effect is subject of change, the activation distance can be tweaked based on performance and the mission editor should consider the visibility so the effect doesn’t go on and off for no apparent reason.

Small column flame

Creates a fire effect in a column. Doesn’t have its own light source, it has a burning sound and doesn’t do damage.

Small East West flame

Creates a 1 meter line of fire on the east-west axis, it has a sound, the orientation of the effect/object is not tweakable as for the line of fire effect from above.

Small North South flame

Same effect as above only that is generated on north-south axis.

Smog big

Creates a plume of smoke above an area.

Smog night

Creates a smoke effect which is visible during night time and simulates distant fires or smoking area. Doesn’t have a light or sound source.

Smoke medium

Creates a smoke effect, when you want to make a fire more “smoky”, it has no sound or a light source of its own.

Wreck fire

Creates the wreck on fire effect, uses less particles than vanilla one, it has some randomization built in so the same effect may differ in appearance when used more times. It does damage to units and it has a light and sound source.

Technical Description

All visual special effects are executed on the client side of our game hosting system. Currently we don’t have SFX executed on the server. They are not synchronized across clients per se but they behave like they are (with some delays which should not impact gameplay). If it is needed we can have scripts executed on the server and synchronized.

Visual appearance of the special effects in Eden will be different most of the time from what you see in the mission. That’s why you should inspect them while running the mission to see the final outcome. In Eden, for example, you might notice lights flickering when placing objects that have a light source. Also, some sounds might be muted, with the exception of the SFX objects which are sounds only.

SFX objects are dependent on player distance to those objects, so make sure your character is close enough to see the SFX in action. The “activation” distance may differ in the future but for now, most object’s triggering distance is set to style="text-align:right;" | 500 m meters.

There are a series of objects that will not be executed in Eden because they are not dependent on distance to the player or position on the map, and this will save performance. Also these objects can be placed anywhere on the map. You only need to place one to get the desired effect. Any additional object of those types will be auto-deleted.

So far in this list of objects we have:

  • night_clouds
  • fog_around_player
  • artillery_sky_lights
  • artillery_ground_lights
  • binaural_battle_sounds
  • All objects can be created using createvehicle command and deleted using deletevehicle.
  • All objects are available for Zeus.

Some effects depend visually on the direction of the object set in Eden, e.g. fire burst. Some effects are calibrated for usage during night time, usually the name of the object will provide a hint, e.g. Smog Night. Not all fire SFX have a light source or a burning sound. For saving performance you can use only one light source and/or one sound source in case you have a group of fire effects in a relatively small area. (Sound source can be found in assets under SPE effects in Eden as objects)

SFX objects available in Eden Editor

Display Name Class Name Activation Distance Multiple allowed Direction has Effect
Small column flame Land_SPE_FX_small_flame_01 500 m Checked Unchecked
Small East West flame Land_SPE_FX_East_West_Flames 500 m Checked Unchecked
Small North South flame Land_SPE_FX_North_South_Flames 500 m Checked Unchecked
Small Area Fire Land_SPE_FX_Area_Fire 500 m Checked Unchecked
Roof Fire Land_SPE_FX_Roof_Fire 500 m Checked Unchecked
Smoke Medium Land_SPE_FX_Smoke_Medium 500 m Checked Unchecked
Fire Burst Land_SPE_FX_Fire_Burst 500 m Checked Checked
Smog Big Land_SPE_FX_Smog_Big 500 m Checked Unchecked
Smog Night Land_SPE_FX_Smog_Night 500 m Checked Unchecked
Big Fire Land_SPE_FX_Big_Fire 500 m Checked Unchecked
Small flame Land_SPE_FX_small_flame_02 500 m Checked Unchecked
Light 100m illumination Land_SPE_FX_light_100 500 m Checked Unchecked
Light 300m illumination Land_SPE_FX_light_300 500 m Checked Unchecked
Big fire burning sound Land_SPE_FX_burning_sound_big 500 m Checked Unchecked
Night clouds linked to player Land_SPE_FX_night_clouds 2000 m Unchecked Unchecked
Artillery Sky Lights Land_SPE_FX_artillery_sky_lights 2000 m Unchecked Unchecked
Artillery Ground Lights Land_SPE_FX_artillery_ground_lights 2000 m Unchecked Unchecked
Binaural Battle Sounds Land_SPE_FX_binaural_battle_sounds 2000 m Unchecked Unchecked
Low Fog Land_SPE_FX_low_fog 500 m Checked Checked
Ground fog linked to player Land_SPE_FX_player_fog 2000 m Unchecked Unchecked
Line of fire Land_SPE_FX_line_of_fire 500 m Checked Checked