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{{TOC|side}}
A layer is like a folder that can contain multiple entities of type [[#Object|object]], [[#Group|group]], [[#Trigger|trigger]], [[#Waypoint|waypoint]], [[#System|system]] or [[#Marker|marker]]. Layers can be useful in various ways such as:
* Tidying up the editor view while editing by hiding the layers and their entities
* Grouping certain entities together thematically
* Preventing a group of entities from being accidentally edited by disabling transformation
* Dynamically creating the entities within a layer during the scenario


== Creating a layer ==
There multiple ways to create layers:<br/>
1. Select entities in the 3D or map view or the entity list (left panel) and press the ''New Layer'' button in the entity list<br/>
2. Use the [[add3DENLayer]] scripting command<br/>
{{Feature|informative|Pressing the ''New Layer'' button without having entities selected will create an empty layer}}
[[File:A3 EdenEditor CreateLayer.gif|center|512px]]
== Deleting a layer ==
Layers can be deleted by either selecting them in the entity list and pressing the {{KeyboardShortcut|Del}} key or using the ''Delete'' button in the entity list.
{{Feature|Important|Deleting a layer will also delete all sub-layers and entities within it!}}
== Dynamically create layer entities ==
One advantage of layers is that they can be used to hide or show all entities within the layer dynamically via [[:Category: Scripting Topics|scripting]] during a scenario.<br/><br/>
1. Create a layer and fill it with entities as shown in the previous section.<br/>
2. Select all entities in that layer and uncheck ''Show Model'' and ''Enable Simulation'' in the attributes<br/>
[[File:A3 EdenEditor HideLayerEntities.gif|center|512px]]
3. Preview the scenario<br/>
4. Open the [[Arma 3: Debug Console]] and execute the following code:
<code>([[flatten]] [[getMissionLayerEntities]] "QRF") [[apply]] { _x [[enableSimulationGlobal]] [[true]]; _x [[hideObjectGlobal]] [[false]]; };{{cc|This will show all entities inside the layer and enable their simulation}}</code>
== Markers ==
The same method works for layers which contain markers.<br/><br/>
1. Put all markers you wish to show later during the scenario into one layer and name the layer ''Markers''<br/>
2. Open the [[Arma 3: Debug Console]] and execute the following code:<br/>
<code>([[flatten]] [[getMissionLayerEntities]] "Markers") [[apply]] { [[_x]] [[setMarkerAlpha]] 1; };</code>
== Attributes ==
<onlyinclude>
{| class="wikitable sortable"
! colspan="3" | <big>Info</big>
! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big>
|-
! Name
! Category
! class="unsortable" | Description
! Property
! Type
|-
| '''Name'''
| Init
| Name of the layer set in [[Eden Editor]]
| <small><tt>Name</tt></small>
| [[String]]
|-
| '''Enable Transformation'''
| Init
| If set to [[false]] (unchecked), the layer cannot be modified inside [[Eden Editor]].
| <small><tt>Transformation</tt></small>
| [[Boolean]]
|-
| '''Enable Visibility'''
| Init
| If set to [[false]] (unchecked), the layer will not be shown inside [[Eden Editor]]. This '''will not''' affect visibility during the scenario!
| <small><tt>Visibility</tt></small>
| [[Boolean]]
|}
</onlyinclude>
[[Category:Eden Editor: Asset Types|Objects]]

Latest revision as of 18:41, 23 March 2024