Eden Editor: Waypoint: Difference between revisions
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== Attributes == | == Attributes == | ||
<!-- Exported from the game by bis_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. --> | |||
<onlyinclude> | <onlyinclude> | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
! colspan="3" | Info | ! colspan="3" | <big>Info</big> | ||
! colspan="2" | [[Eden Editor: Setting Attributes|Development]] | ! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big> | ||
|- | |- | ||
! Name | ! Name | ||
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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. | ||
| <tt>itemClass</tt> | Some waypoints have special attributes, which are available only the next time you access the attribute window. | ||
| <small><tt>itemClass</tt></small> | |||
| [[String]] | | [[String]] | ||
|- | |- | ||
| ''' | | '''Description''' | ||
| Waypoint Init | | Waypoint Init | ||
| | | Text visible for the player next to waypoint icon in the scene. | ||
| <tt> | | <small><tt>description</tt></small> | ||
| [[String]] | | [[String]] | ||
|- | |- | ||
| ''' | | '''Order''' | ||
| Waypoint Init | | Waypoint Init | ||
| Order in which waypoints follow. When changing order, the waypoint will take position of the selected one, pushing all other further down. | |||
| <small><tt>order</tt></small> | |||
| | | | ||
|- | |- | ||
| ''' | | '''Identifier''' | ||
| Waypoint Init | | Waypoint Init | ||
| | | System name of the waypoint, used for identification in scripts. | ||
| <tt> | | <small><tt>name</tt></small> | ||
| | | [[String]] | ||
|- | |- | ||
| '''Position''' | | '''Position''' | ||
| Waypoint Transformation | | Waypoint Transformation | ||
| | | World coordinates in meters. X goes from East to West, Y from South to North and Z is height above terrain. | ||
| <tt>position</tt> | | <small><tt>position</tt></small> | ||
| [[Position3D]] | | [[Position3D]] | ||
|- | |- | ||
| '''Placement Radius''' | | '''Placement Radius''' | ||
| Waypoint Transformation | | Waypoint Transformation | ||
| | | Placement radius in meters. The entity will start on a random position within the radius. | ||
| <tt>placementRadius</tt> | | <small><tt>placementRadius</tt></small> | ||
| [[Number]] | | [[Number]] | ||
|- | |- | ||
| '''Completion Radius''' | | '''Completion Radius''' | ||
| Waypoint Transformation | | Waypoint Transformation | ||
| | | Distance in meters in which a group members has to be in order for waypoint to be considered completed. | ||
| <tt>completionRadius</tt> | | <small><tt>completionRadius</tt></small> | ||
| [[Number]] | | [[Number]] | ||
|- | |- | ||
Line 62: | Line 58: | ||
| Waypoint States | | Waypoint States | ||
| | | | ||
| <tt>combatMode</tt> | 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. | |||
| <small><tt>combatMode</tt></small> | |||
| [[String]] | | [[String]] | ||
|- | |- | ||
Line 68: | Line 72: | ||
| Waypoint States | | Waypoint States | ||
| | | | ||
| <tt>behaviour</tt> | 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 causiously, preferring cover and prone stance. Vehicles prefer roads, but don't use lights. | |||
| <small><tt>behaviour</tt></small> | |||
| [[String]] | | [[String]] | ||
|- | |- | ||
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| Waypoint States | | Waypoint States | ||
| | | | ||
| <tt>formation</tt> | Available options: | ||
* '''Unchanged''' | |||
* '''Wedge''' | |||
* '''Vee''' | |||
* '''Line''' | |||
* '''Column''' | |||
* '''File''' | |||
* '''Staggered Column''' | |||
* '''Echelon Left''' | |||
* '''Echelon Right''' | |||
* '''Diamond''' | |||
| <small><tt>formation</tt></small> | |||
| [[String]] | | [[String]] | ||
|- | |- | ||
Line 80: | Line 104: | ||
| Waypoint States | | Waypoint States | ||
| | | | ||
| <tt>speedMode</tt> | Available options: | ||
* '''Unchanged''' | |||
* '''Limited''' | |||
* '''Normal''' | |||
* '''Full''' | |||
| <small><tt>speedMode</tt></small> | |||
| [[String]] | | [[String]] | ||
|- | |- | ||
| '''Condition''' | | '''Condition''' | ||
| Waypoint Expression | | 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. | ||
| <tt>condition</tt> | Passed variables are: | ||
* this - group leader | |||
* thisList - array with all group members | |||
| <small><tt>condition</tt></small> | |||
| [[String]] | | [[String]] | ||
|- | |- | ||
| '''On Activation''' | | '''On Activation''' | ||
| Waypoint Expression | | Waypoint Expression | ||
| | | Expression called when the waypoint is completed. | ||
| <tt>onActivation</tt> | Passed variables are: | ||
* this - group leader | |||
* thisList - array with all group members | |||
| <small><tt>onActivation</tt></small> | |||
| [[String]] | | [[String]] | ||
|- | |- | ||
| '''Script''' | | '''Script''' | ||
| Waypoint Expression | | Waypoint Expression | ||
| | | Script executed when 'SCRIPTED' waypoint type is selected. The waypoint will be completed once the script is finished. | ||
| <tt>script</tt> | | <small><tt>script</tt></small> | ||
| [[String]] | | [[String]] | ||
|- | |- | ||
| '''Map Visibility''' | | '''Map Visibility''' | ||
| Waypoint Visibility | | Waypoint Visibility | ||
| | | Make the waypoint visible for the player in the map. | ||
| <tt>show2D</tt> | | <small><tt>show2D</tt></small> | ||
| [[Bool]] | | [[Bool]] | ||
|- | |- | ||
| '''Scene Visibility''' | | '''Scene Visibility''' | ||
| Waypoint Visibility | | Waypoint Visibility | ||
| | | Make the waypoint visible for the player in the scene. | ||
| <tt>show3D</tt> | | <small><tt>show3D</tt></small> | ||
| [[Bool]] | | [[Bool]] | ||
|- | |- | ||
| '''Timer Values''' | | '''Timer Values''' | ||
| Waypoint Timer | | 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. | ||
| <tt>timeout</tt> | | <small><tt>timeout</tt></small> | ||
| [[Array]] in format [min, mid, max] | | [[Array]] in format [min, mid, max] | ||
|- | |- | ||
| '''Effect Condition''' | | '''Effect Condition''' | ||
| Waypoint Effects | | Waypoint Effects | ||
| | | Condition for effects to be played, must return boolean expression. | ||
| <tt>effectCondition</tt> | | <small><tt>effectCondition</tt></small> | ||
| [[String]] | | [[String]] | ||
|- | |- | ||
| '''Sound''' | | '''Sound''' | ||
| Waypoint Effects | | Waypoint Effects | ||
| | | Sound player upon activation. | ||
| <tt>sound</tt> | | <small><tt>sound</tt></small> | ||
| [[String]] | | [[String]] | ||
|- | |- | ||
| '''Voice''' | | '''Voice''' | ||
| Waypoint Effects | | Waypoint Effects | ||
| | | Sound spoken by the first unit which activated the trigger. | ||
| <tt>voice</tt> | | <small><tt>voice</tt></small> | ||
| [[String]] | | [[String]] | ||
|- | |- | ||
| '''Environment''' | | '''Environment''' | ||
| Waypoint Effects | | Waypoint Effects | ||
| | | Environment sounds played upon activation. | ||
| <tt>soundEnvironment</tt> | | <small><tt>soundEnvironment</tt></small> | ||
| [[String]] | | [[String]] | ||
|- | |- | ||
| '''Music''' | | '''Music''' | ||
| Waypoint Effects | | Waypoint Effects | ||
| | | Music played upon activation. Replaces previously playing music track. | ||
| <tt>music</tt> | | <small><tt>music</tt></small> | ||
| [[String]] | | [[String]] | ||
|- | |- | ||
| '''UI Overlay''' | | '''UI Overlay''' | ||
| Waypoint Effects | | Waypoint Effects | ||
| | | User interface overlay shown upon activation. | ||
| <tt>title</tt> | | <small><tt>title</tt></small> | ||
| [[String]] | | [[String]] | ||
|} | |} |
Revision as of 14:57, 10 December 2015
Attributes
Info | Development | |||
---|---|---|---|---|
Name | Category | Description | Class | Type |
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.
Some waypoints have special attributes, which are available only 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:
|
combatMode | String |
Behaviour | Waypoint States |
Available options:
|
behaviour | String |
Formation | Waypoint States |
Available options:
|
formation | String |
SpeedMode | Waypoint States |
Available options:
|
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:
|
condition | String |
On Activation | Waypoint Expression | Expression called when the waypoint is completed.
Passed variables are:
|
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 |