Eden Editor: Waypoint: Difference between revisions
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{{TOC|side}} | |||
A waypoint defines the destination for a group. Waypoints are ordered sequentially, and only one can be active at any given time. | |||
== Waypoint Types == | |||
Each waypoint has a specific type, which decides what the group has to do to complete the waypoint. A group led by an AI character will pursue the waypoint automatically, but the player is expected to issue necessary orders when in charge of the group. | |||
You can use any type of waypoint from the '''Waypoints''' list in the asset browser. Because waypoints are added to groups, the existing character, group or any of its waypoints has to be selected in order for new waypoint to be added. | |||
[[File:3den waypoint add.gif|center]] | |||
=== MOVE Waypoint Shortcut === | |||
Alternatively, you can quickly add a MOVE waypoint by '''holding Shift''' and pressing the '''right mouse button'''. | |||
[[File:3den waypoint addQuick.gif|center]] | |||
== Attaching Waypoints == | |||
A waypoint can also be attached to an object. Some waypoint types even require it, like DESTROY or GET IN. | |||
To attach a waypoint, drag it to an object. Similarly, you can detach it by dragging it away. Moving the object around will move all the attached waypoints as well. | |||
The attached waypoint is visualized by a different icon outline ([[File:3den waypoint outlineAttached.png.png]] instead of [[File:3den waypoint outline.png]]). | |||
[[File:3den_waypoint_attach.gif|center]] | |||
== Waypoint Completion == | |||
The waypoint is completed when requirements set by its type are met, but additional conditions can be added. A scripted condition can be set in attributes, but you can also connect the waypoint to one or more [[Eden Editor: Trigger|triggers]] using '''Set Waypoint Activation''' [[Eden Editor: Connecting|connection]]. The waypoint will be completed only once all the connected triggers are active. | |||
[[File:3den waypoint trigger.gif|center]] | |||
Once a waypoint is completed, the group will move to the next one. If there is none, the group will remain where it is. | |||
You can find more about the waypoint in the tooltips of their attributes. | |||
== Attributes == | == Attributes == | ||
<onlyinclude> | <onlyinclude> | ||
<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. --> | <!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. --> | ||
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! Category | ! Category | ||
! class="unsortable" | Description | ! class="unsortable" | Description | ||
! | ! Property | ||
! Type | ! Type | ||
|- | |- | ||
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| 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 will not be prompted to perform any specific actions, even though the 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 will not be prompted to perform any specific actions, even though the waypoint completion condition is the same. | ||
Some waypoints have special attributes, which are only available 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> | | <small>{{hl|itemClass}}</small> | ||
| [[String]] | | [[String]] | ||
|- | |- | ||
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| Init | | Init | ||
| Text visible for the player next to the waypoint icon in the scene. | | Text visible for the player next to the waypoint icon in the scene. | ||
| <small> | | <small>{{hl|description}}</small> | ||
| [[String]] | | [[String]] | ||
|- | |- | ||
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| Init | | Init | ||
| Order in which waypoints follow. When changing order, the waypoint will take position of the selected one, pushing all other further down. | | Order in which waypoints follow. When changing order, the waypoint will take position of the selected one, pushing all other further down. | ||
| <small> | | <small>{{hl|order}}</small> | ||
| | | | ||
|- | |- | ||
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| Init | | Init | ||
| System name of the waypoint, used for identification in scripts. | | System name of the waypoint, used for identification in scripts. | ||
| <small> | | <small>{{hl|name}}</small> | ||
| [[String]] | | [[String]] | ||
|- | |- | ||
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| Transformation | | Transformation | ||
| World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain. | | World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain. | ||
| <small> | | <small>{{hl|position}}</small> | ||
| [[Position3D]] | | [[Position#Introduction|Position3D]] | ||
|- | |- | ||
| '''Placement Radius''' | | '''Placement Radius''' | ||
| Transformation | | Transformation | ||
| Placement radius in meters. The entity will start at a random position within the radius. | | Placement radius in meters. The entity will start at a random position within the radius. | ||
| <small> | | <small>{{hl|placementRadius}}</small> | ||
| [[Number]] | | [[Number]] | ||
|- | |- | ||
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| Transformation | | Transformation | ||
| Distance in meters in which a group member has to be in order for the waypoint to be considered completed. | | Distance in meters in which a group member has to be in order for the waypoint to be considered completed. | ||
| <small> | | <small>{{hl|completionRadius}}</small> | ||
| [[Number]] | | [[Number]] | ||
|- | |- | ||
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* '''Open Fire''' - Group members will fire at any suitable target in range, leaving the formation to find a suitable shooting position. | * '''Open Fire''' - Group members will fire at any suitable target in range, leaving the formation to find a suitable shooting position. | ||
| <small> | | <small>{{hl|combatMode}}</small> | ||
| [[String]] | | [[String]] | ||
|- | |- | ||
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* '''Stealth''' - Characters break formation and move cautiously, preferring cover and going prone. Vehicles prefer roads, but do not use lights. | * '''Stealth''' - Characters break formation and move cautiously, preferring cover and going prone. Vehicles prefer roads, but do not use lights. | ||
| <small> | | <small>{{hl|behaviour}}</small> | ||
| [[String]] | | [[String]] | ||
|- | |- | ||
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* '''Diamond''' | * '''Diamond''' | ||
| <small> | | <small>{{hl|formation}}</small> | ||
| [[String]] | | [[String]] | ||
|- | |- | ||
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* '''Full''' | * '''Full''' | ||
| <small> | | <small>{{hl|speedMode}}</small> | ||
| [[String]] | | [[String]] | ||
|- | |- | ||
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* this - group leader | * this - group leader | ||
* thisList - array with all group members | * thisList - array with all group members | ||
| <small> | | <small>{{hl|condition}}</small> | ||
| [[String]] | | [[String]] | ||
|- | |- | ||
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* this - group leader | * this - group leader | ||
* thisList - array with all group members | * thisList - array with all group members | ||
| <small> | | <small>{{hl|onActivation}}</small> | ||
| [[String]] | | [[String]] | ||
|- | |- | ||
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| Expression | | Expression | ||
| Script executed when 'SCRIPTED' waypoint type is selected. The waypoint will be completed once the script is finished. | | Script executed when 'SCRIPTED' waypoint type is selected. The waypoint will be completed once the script is finished. | ||
| <small> | | <small>{{hl|script}}</small> | ||
| [[String]] | | [[String]] | ||
|- | |- | ||
Line 141: | Line 168: | ||
| Visibility | | Visibility | ||
| Make the waypoint visible for the player on the map. | | Make the waypoint visible for the player on the map. | ||
| <small> | | <small>{{hl|show2D}}</small> | ||
| [[ | | [[Boolean]] | ||
|- | |- | ||
| '''Scene Visibility''' | | '''Scene Visibility''' | ||
| Visibility | | Visibility | ||
| Make the waypoint visible for the player in the scene. | | Make the waypoint visible for the player in the scene. | ||
| <small> | | <small>{{hl|show3D}}</small> | ||
| [[ | | [[Boolean]] | ||
|- | |- | ||
| '''Timer Values''' | | '''Timer Values''' | ||
| Timer | | 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. | | 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. | ||
| <small> | | <small>{{hl|timeout}}</small> | ||
| [[Array]] in format [min, mid, max] | | [[Array]] in format [min, mid, max] | ||
|- | |- | ||
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| Effects | | Effects | ||
| Condition for effects to be played, must return boolean expression. | | Condition for effects to be played, must return boolean expression. | ||
| <small> | | <small>{{hl|effectCondition}}</small> | ||
| [[String]] | | [[String]] | ||
|- | |- | ||
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| Effects | | Effects | ||
| Sound played upon activation. | | Sound played upon activation. | ||
| <small> | | <small>{{hl|sound}}</small> | ||
| [[String]] | | [[String]] | ||
|- | |- | ||
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| Effects | | Effects | ||
| Sound spoken by the first unit which activated the trigger. | | Sound spoken by the first unit which activated the trigger. | ||
| <small> | | <small>{{hl|voice}}</small> | ||
| [[String]] | | [[String]] | ||
|- | |- | ||
Line 177: | Line 204: | ||
| Effects | | Effects | ||
| Environment sounds played upon activation. | | Environment sounds played upon activation. | ||
| <small> | | <small>{{hl|soundEnvironment}}</small> | ||
| [[String]] | | [[String]] | ||
|- | |- | ||
Line 183: | Line 210: | ||
| Effects | | Effects | ||
| Music played upon activation. Replaces previously playing music track. | | Music played upon activation. Replaces previously playing music track. | ||
| <small> | | <small>{{hl|music}}</small> | ||
| [[String]] | | [[String]] | ||
|- | |- | ||
Line 189: | Line 216: | ||
| Effects | | Effects | ||
| User interface overlay shown upon activation. | | User interface overlay shown upon activation. | ||
| <small> | | <small>{{hl|title}}</small> | ||
| [[String]] | | [[String]] | ||
|} | |} | ||
</onlyinclude> | </onlyinclude> | ||
== See Also == | |||
*[[Waypoints]] | |||
*[[Waypoint|Data Type Waypoint]] | |||
[[Category:Eden Editor: Asset Types|Waypoints]] | [[Category:Eden Editor: Asset Types|Waypoints]] |
Latest revision as of 16:55, 5 January 2022
A waypoint defines the destination for a group. Waypoints are ordered sequentially, and only one can be active at any given time.
Waypoint Types
Each waypoint has a specific type, which decides what the group has to do to complete the waypoint. A group led by an AI character will pursue the waypoint automatically, but the player is expected to issue necessary orders when in charge of the group.
You can use any type of waypoint from the Waypoints list in the asset browser. Because waypoints are added to groups, the existing character, group or any of its waypoints has to be selected in order for new waypoint to be added.
MOVE Waypoint Shortcut
Alternatively, you can quickly add a MOVE waypoint by holding Shift and pressing the right mouse button.
Attaching Waypoints
A waypoint can also be attached to an object. Some waypoint types even require it, like DESTROY or GET IN. To attach a waypoint, drag it to an object. Similarly, you can detach it by dragging it away. Moving the object around will move all the attached waypoints as well. The attached waypoint is visualized by a different icon outline ( instead of ).
Waypoint Completion
The waypoint is completed when requirements set by its type are met, but additional conditions can be added. A scripted condition can be set in attributes, but you can also connect the waypoint to one or more triggers using Set Waypoint Activation connection. The waypoint will be completed only once all the connected triggers are active.
Once a waypoint is completed, the group will move to the next one. If there is none, the group will remain where it is.
You can find more about the waypoint in the tooltips of their attributes.
Attributes
Info | Development | |||
---|---|---|---|---|
Name | Category | Description | Property | Type |
Type | 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 will not be prompted to perform any specific actions, even though 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 | Init | Text visible for the player next to the waypoint icon in the scene. | description | String |
Order | Init | Order in which waypoints follow. When changing order, the waypoint will take position of the selected one, pushing all other further down. | order | |
Identified | Init | System name of the waypoint, used for identification in scripts. | name | String |
Position | Transformation | World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain. | position | Position3D |
Placement Radius | Transformation | Placement radius in meters. The entity will start at a random position within the radius. | placementRadius | Number |
Completion Radius | Transformation | Distance in meters in which a group member has to be in order for the waypoint to be considered completed. | completionRadius | Number |
Combat Mode | State | Controls how and when the group will choose to engage enemy targets.
Available options:
|
combatMode | String |
Behavior | State | Behavior pattern of the group.
Available options:
|
behaviour | String |
Formation | State | Default group formation. Based on the combat mode, group members may ignore the formation in 'Combat' and 'Stealth' modes.
Available options:
|
formation | String |
SpeedMode | State | Default travel speed of the group. In Combat and Stealth behavior modes, group members will try to prioritize this setting.
Available options:
|
speedMode | String |
Condition | 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:
|
condition | String |
On Activation | Expression | Expression called when the waypoint is completed.
Passed variables are:
|
onActivation | String |
Script | Expression | Script executed when 'SCRIPTED' waypoint type is selected. The waypoint will be completed once the script is finished. | script | String |
Map Visibility | Visibility | Make the waypoint visible for the player on the map. | show2D | Boolean |
Scene Visibility | Visibility | Make the waypoint visible for the player in the scene. | show3D | Boolean |
Timer Values | 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 | Effects | Condition for effects to be played, must return boolean expression. | effectCondition | String |
Sound | Effects | Sound played upon activation. | sound | String |
Voice | Effects | Sound spoken by the first unit which activated the trigger. | voice | String |
Environment | Effects | Environment sounds played upon activation. | soundEnvironment | String |
Music | Effects | Music played upon activation. Replaces previously playing music track. | music | String |
UI Overlay | Effects | User interface overlay shown upon activation. | title | String |