create3DENEntity: Difference between revisions
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{{Command | {{Command | ||
|arma3 | |arma3 | ||
|1.56 | |1.56 | ||
|gr1= Eden Editor | |gr1= Eden Editor | ||
| Create new [[Eden Entity]]. Used for creating individual entities; to create a [[Eden_Editor:_Composition|composition]] (e.g., infantry squad), use [[create3DENComposition]]. | | Create new [[Eden Entity]]. Used for creating individual entities; to create a [[Eden_Editor:_Composition|composition]] (e.g., infantry squad), use [[create3DENComposition]]. | ||
<br><br> | <br><br> | ||
This is the only way how to add new editable entities to [[Eden Editor]] scenario. Other 'create' commands like [[createVehicle]] or [[createUnit]] will still work, but the resulting entity won't be editable. | This is the only way how to add new editable entities to [[Eden Editor]] scenario. Other 'create' commands like [[createVehicle]] or [[createUnit]] will still work, but the resulting entity won't be editable. | ||
| '''create3DENEntity''' [mode, class, position, (isEmpty)] | | '''create3DENEntity''' [mode, class, position, (isEmpty)] | ||
|p1= mode: [[String]] - can be "Object", "Trigger", "Waypoint", "Logic" or "Marker" | |p1= mode: [[String]] - can be "Object", "Trigger", "Waypoint", "Logic" or "Marker" | ||
|p2= class: [[String]] - entity class, defined in one of the following classes: | |p2= class: [[String]] - entity class, defined in one of the following classes: | ||
* ''CfgVehicles'' - objects and logic entities | * ''CfgVehicles'' - objects and logic entities | ||
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* ''CfgWaypoint'' - waypoints | * ''CfgWaypoint'' - waypoints | ||
* ''CfgMarkers'' - markers | * ''CfgMarkers'' - markers | ||
| s2= group '''create3DENEntity''' [mode, class, position, (isEmpty)] | |p3= position: [[Array]] in format [[Position]] | ||
|p4= isEmpty (Optional): [[Boolean]] - [[true]] to create vehicle without crew (default: [[false]]) | |||
| [[Eden Entity]] | |||
| s2= group '''create3DENEntity''' [mode, class, position, (isEmpty)] | |||
|p21= group: [[Group]] - group in which an AI character or waypoint is created. | |p21= group: [[Group]] - group in which an AI character or waypoint is created. | ||
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|p25= isEmpty (Optional): [[Boolean]] - [[true]] to create vehicle without crew (default: [[false]]) |PARAMETER25= | |p25= isEmpty (Optional): [[Boolean]] - [[true]] to create vehicle without crew (default: [[false]]) |PARAMETER25= | ||
| r2= [[Eden Entity]] | | r2= [[Eden Entity]] | ||
|x1= <code>dude1 = [[create3DENEntity]] ["Object","B_Soldier_F",[[screenToWorld]] [0.5,0.5]];</code> | |x1= <code>dude1 = [[create3DENEntity]] ["Object","B_Soldier_F",[[screenToWorld]] [0.5,0.5]];</code> | ||
|x2= <code>dude2 = ([[group]] dude1) [[create3DENEntity]] ["Object","B_Soldier_AR_F",[[screenToWorld]] [0.5,0.5]];</code> | |x2= <code>dude2 = ([[group]] dude1) [[create3DENEntity]] ["Object","B_Soldier_AR_F",[[screenToWorld]] [0.5,0.5]];</code> | ||
|x3= <code>myMarker = [[create3DENEntity]] ["Marker","mil_warning",[[position]] [[player]]];</code> | |x3= <code>myMarker = [[create3DENEntity]] ["Marker","mil_warning",[[position]] [[player]]];</code> | ||
|x4= <code>mytrigger = [[create3DENEntity]] ["Trigger","EmptyDetectorArea10x10",[[position]] [[player]]];</code> | |x4= <code>mytrigger = [[create3DENEntity]] ["Trigger","EmptyDetectorArea10x10",[[position]] [[player]]];</code> | ||
Line 48: | Line 48: | ||
[[create3DENComposition]] | [[create3DENComposition]] | ||
[[delete3DENEntities]] | [[delete3DENEntities]] | ||
| |MPBEHAVIOUR= | | |MPBEHAVIOUR= | ||
}} | }} |
Revision as of 00:11, 18 January 2021
Description
- Description:
- Create new Eden Entity. Used for creating individual entities; to create a composition (e.g., infantry squad), use create3DENComposition.
This is the only way how to add new editable entities to Eden Editor scenario. Other 'create' commands like createVehicle or createUnit will still work, but the resulting entity won't be editable. - Groups:
- Eden Editor
Syntax
- Syntax:
- create3DENEntity [mode, class, position, (isEmpty)]
- Parameters:
- mode: String - can be "Object", "Trigger", "Waypoint", "Logic" or "Marker"
- class: String - entity class, defined in one of the following classes:
- CfgVehicles - objects and logic entities
- CfgNonAIVehicles - triggers
- CfgWaypoint - waypoints
- CfgMarkers - markers
- position: Array in format Position
- isEmpty (Optional): Boolean - true to create vehicle without crew (default: false)
- Return Value:
- Eden Entity
Alternative Syntax
- Syntax:
- group create3DENEntity [mode, class, position, (isEmpty)]
- Parameters:
- group: Group - group in which an AI character or waypoint is created.
- When missing for AI characters, new group is created for them
- When missing for waypoints, an error is logged and nothing is created
- When used on any other mode, group is ignored and entity is created as usual
- mode: String - can be "Object", "Trigger", "Waypoint", "Logic" or "Marker"
- class: String - entity class
- position: Array in format Position
- isEmpty (Optional): Boolean - true to create vehicle without crew (default: false)
- Return Value:
- Eden Entity
Examples
- Example 1:
dude1 = create3DENEntity ["Object","B_Soldier_F",screenToWorld [0.5,0.5]];
- Example 2:
dude2 = (group dude1) create3DENEntity ["Object","B_Soldier_AR_F",screenToWorld [0.5,0.5]];
- Example 3:
myMarker = create3DENEntity ["Marker","mil_warning",position player];
- Example 4:
mytrigger = create3DENEntity ["Trigger","EmptyDetectorArea10x10",position player];
Additional Information
- See also:
- create3DENComposition delete3DENEntities
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
Notes
Bottom Section
- Posted on June 14, 2016 - 18:45 (UTC)
- Gippo
- Mode can also be "Logic". Not sure if it is a replacement for "System" or a it is a completely separate mode.
- Posted on September 6, 2019 - 08:33 (UTC)
- R3vo
- To create a waypoint use the alternativ syntax and pass the group to it which should receive it.