Eden Editor: Trigger: Difference between revisions
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<!-- 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. --> | ||
<onlyinclude> | <onlyinclude> | ||
<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. --> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
! colspan="3" | <big>Info</big> | ! colspan="3" | <big>Info</big> | ||
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|- | |- | ||
| '''Variable Name''' | | '''Variable Name''' | ||
| | | Init | ||
| Unique system name. Can contain only letters, numbers and underscore. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables. | | Unique system name. Can contain only letters, numbers and underscore. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables. | ||
| <small><tt>name</tt></small> | | <small><tt>name</tt></small> | ||
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|- | |- | ||
| '''Text''' | | '''Text''' | ||
| | | Init | ||
| Trigger description. Players can see it in the radio menu when its activation is set to 'Radio'. Also visible in tooltip when hovering over the trigger in the editor. | | Trigger description. Players can see it in the radio menu when its activation is set to 'Radio'. Also visible in tooltip when hovering over the trigger in the editor. | ||
| <small><tt>text</tt></small> | | <small><tt>text</tt></small> | ||
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|- | |- | ||
| '''Shape''' | | '''Shape''' | ||
| | | Transformation | ||
| | | Area shape. | ||
Available options: | Available options: | ||
* '''Ellipse''' | * '''Ellipse''' | ||
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|- | |- | ||
| '''Size''' | | '''Size''' | ||
| | | Transformation | ||
| | | Area size in meters. | ||
| <small><tt>size2</tt></small> | | <small><tt>size2</tt></small> | ||
| [[Array]] | | [[Array]] | ||
|- | |- | ||
| '''Position''' | | '''Position''' | ||
| | | Transformation | ||
| World coordinates in meters. X goes from East | | World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain. | ||
| <small><tt>position</tt></small> | | <small><tt>position</tt></small> | ||
| [[Position3D]] | | [[Position3D]] | ||
|- | |- | ||
| '''Rotation''' | | '''Rotation''' | ||
| | | Transformation | ||
| | | Local rotation in degrees. X is pitch, Y is roll and Z is yaw. | ||
| <small><tt>rotation</tt></small> | | <small><tt>rotation</tt></small> | ||
| [[Number]] | | [[Number]] | ||
|- | |- | ||
| '''Type''' | | '''Type''' | ||
| | | Activation | ||
| Trigger type, determines special | | Trigger type, determines special behavior upon activation. | ||
Available options: | Available options: | ||
* '''None''' - No other effects except of those defined by 'On Activation' expression. | * '''None''' - No other effects except of those defined by 'On Activation' expression. | ||
* '''Guarded by BLUFOR, Guarded by OPFOR, Guarded by Independent''' - The trigger position becomes a point to be guarded by the given side. Groups with a 'Guard' waypoint will protect all guard points in the scenario, prioritizing them by distance and order in which they were placed (the first placed is the most important). | * '''Guarded by BLUFOR, Guarded by OPFOR, Guarded by Independent''' - The trigger position becomes a point to be guarded by the given side. Groups with a 'Guard' waypoint will protect all guard points in the scenario, prioritizing them by the distance and order in which they were placed (the first placed is the most important). | ||
* ''' | * '''Skip Waypoint''' - Meant to work with a waypoint linked to the trigger using the 'Set Waypoint Activation' connection. Once activated, the trigger will force the waypoint to skip. Particularly useful for 'Hold' or 'Guard' waypoint types, which do not complete automatically. | ||
* '''End #1, End #2, End #3, End #4, End #5, End #6''' - Complete the scenario | * '''End #1, End #2, End #3, End #4, End #5, End #6''' - Complete the scenario successfully. | ||
* '''Lose''' - Fail the scenario. | * '''Lose''' - Fail the scenario. | ||
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|- | |- | ||
| '''Activation''' | | '''Activation''' | ||
| | | Activation | ||
| What or who can activate the trigger. Some options further depend on 'Activation Condition'. | | What or who can activate the trigger. Some options further depend on 'Activation Condition'. | ||
Available options: | Available options: | ||
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* '''Anybody''' - Activated when any object satisfies the 'Activation Condition'. | * '''Anybody''' - Activated when any object satisfies the 'Activation Condition'. | ||
* '''BLUFOR, OPFOR, Independent, Civilian, Game Logic''' - Activated when any object of the given side satisfies the 'Activation Condition'. | * '''BLUFOR, OPFOR, Independent, Civilian, Game Logic''' - Activated when any object of the given side satisfies the 'Activation Condition'. | ||
* '''Seized by BLUFOR, Seized by OPFOR, Seized by Independent''' - Activated when the given side is in control of the area. Strength matters, which means one tank can be in control of an area while ten enemy infantrymen are still present. | * '''Seized by BLUFOR, Seized by OPFOR, Seized by Independent''' - Activated when the given side is in control of the area. Strength matters, which means one tank can be in control of an area while ten enemy infantrymen are still present. | ||
* '''Radio Alpha, Radio Bravo, Radio Charlie, Radio Delta, Radio Echo, Radio Foxtrot, Radio Golf, Radio Hotel, Radio India, Radio Juliet''' - Activated by a player using radio | * '''Radio Alpha, Radio Bravo, Radio Charlie, Radio Delta, Radio Echo, Radio Foxtrot, Radio Golf, Radio Hotel, Radio India, Radio Juliet''' - Activated by a player using a radio command (accessible for the player by pressing 0-0 on a standard keyboard). The trigger 'Text' will be used as the command title. | ||
| <small><tt>ActivationBy</tt></small> | | <small><tt>ActivationBy</tt></small> | ||
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|- | |- | ||
| '''Activation''' | | '''Activation''' | ||
| | | Activation | ||
| What or who can activate the trigger. Some options further depend on 'Activation Type'. The available options are specific to connected trigger owner. | | What or who can activate the trigger. Some options further depend on 'Activation Type'. The available options are specific to the connected trigger owner. | ||
Available options: | Available options: | ||
* ''' | * '''Owner Only''' - Activated when the connected trigger owner (or its vehicle, if the owner is a crew member) satisfies the 'Activation Condition'. | ||
* '''Whole Group''' - Activated when all owner's group members satisfy the 'Activation Condition'. | * '''Whole Group''' - Activated when all the owner's group members satisfy the 'Activation Condition'. | ||
* '''Group Leader''' - Activated when | * '''Group Leader''' - Activated when leader of the owner's group satisfies the 'Activation Condition'. | ||
* '''Any Group Member''' - Activated when anyone from the owner's group satisfies the 'Activation Condition'. | * '''Any Group Member''' - Activated when anyone from the owner's group satisfies the 'Activation Condition'. | ||
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|- | |- | ||
| '''Activation Condition''' | | '''Activation Condition''' | ||
| | | Activation | ||
| | | Condition of the 'Activation' attribute. | ||
Available options: | Available options: | ||
* '''Present''' - Activated when objects are in the area. | * '''Present''' - Activated when objects are in the area. | ||
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|- | |- | ||
| '''Repeatable''' | | '''Repeatable''' | ||
| | | Activation | ||
| Repetition rules. When enabled, the trigger | | Repetition rules. When enabled, the trigger can be activated again once deactivated. | ||
| <small><tt>repeatable</tt></small> | | <small><tt>repeatable</tt></small> | ||
| [[Bool]] | | [[Bool]] | ||
|- | |- | ||
| '''Condition''' | | '''Condition''' | ||
| | | Expression | ||
| Repeatedly calculated condition, must return boolean expression. When true, the trigger will be activated. | | Repeatedly calculated condition, must return boolean expression. When true, the trigger will be activated. | ||
Passed variables are: | Passed variables are: | ||
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|- | |- | ||
| '''On Activation''' | | '''On Activation''' | ||
| | | Expression | ||
| Expression executed once the trigger is activated. | | Expression executed once the trigger is activated. | ||
Passed variables are | Passed variables are: | ||
* thisList - list of all objects in trigger area, based on 'Activation' | |||
* thisTrigger - trigger object | |||
| <small><tt>onActivation</tt></small> | | <small><tt>onActivation</tt></small> | ||
| [[String]] | | [[String]] | ||
|- | |- | ||
| '''On Deactivation''' | | '''On Deactivation''' | ||
| | | Expression | ||
| Expression executed once the trigger is deactivated. | | Expression executed once the trigger is deactivated. | ||
Passed variables are | Passed variables are: | ||
* thisTrigger - trigger object | |||
| <small><tt>onDeactivation</tt></small> | | <small><tt>onDeactivation</tt></small> | ||
| [[String]] | | [[String]] | ||
|- | |- | ||
| '''Timer Type''' | | '''Timer Type''' | ||
| | | Timer | ||
| Type of activation timer. | | Type of activation timer. | ||
Available options: | Available options: | ||
* '''Countdown''' - Once the conditions are met, the trigger will activate after the specified amount of time. | * '''Countdown''' - Once the conditions are met, the trigger will activate after the specified amount of time has elapsed. | ||
* '''Timeout''' - The trigger's conditions must be satisfied for | * '''Timeout''' - The trigger's conditions must be satisfied for the specified duration for the trigger to be activated. | ||
| <small><tt>interuptable</tt></small> | | <small><tt>interuptable</tt></small> | ||
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|- | |- | ||
| '''Timer Values''' | | '''Timer Values''' | ||
| | | Timer | ||
| Timer values in seconds, selected randomly in a range from Min to Max, gravitating towards Mid. | | Timer values in seconds, selected randomly in a range from Min to Max, gravitating towards Mid. | ||
| <small><tt>timeout</tt></small> | | <small><tt>timeout</tt></small> | ||
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|- | |- | ||
| '''Effect Condition''' | | '''Effect Condition''' | ||
| | | Effects | ||
| Condition for effects to be played, must return boolean expression. | | Condition for effects to be played, must return boolean expression. | ||
| <small><tt>effectCondition</tt></small> | | <small><tt>effectCondition</tt></small> | ||
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|- | |- | ||
| '''Sound''' | | '''Sound''' | ||
| | | Effects | ||
| Sound | | Sound played upon activation. | ||
| <small><tt>sound</tt></small> | | <small><tt>sound</tt></small> | ||
| [[String]] | | [[String]] | ||
|- | |- | ||
| '''Voice''' | | '''Voice''' | ||
| | | Effects | ||
| Sound spoken by the first unit which activated the trigger. | | Sound spoken by the first unit which activated the trigger. | ||
| <small><tt>voice</tt></small> | | <small><tt>voice</tt></small> | ||
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|- | |- | ||
| '''Environment''' | | '''Environment''' | ||
| | | Effects | ||
| Environment sounds played upon activation. | | Environment sounds played upon activation. | ||
| <small><tt>soundEnvironment</tt></small> | | <small><tt>soundEnvironment</tt></small> | ||
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|- | |- | ||
| '''SFX''' | | '''SFX''' | ||
| | | Effects | ||
| Sound effect played by the trigger upon activation. Repeats as long as the trigger is active. | | Sound effect played by the trigger upon activation. Repeats as long as the trigger is active. | ||
| <small><tt>soundTrigger</tt></small> | | <small><tt>soundTrigger</tt></small> | ||
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|- | |- | ||
| '''Music''' | | '''Music''' | ||
| | | Effects | ||
| Music played upon activation. Replaces previously playing music track. | | Music played upon activation. Replaces previously playing music track. | ||
| <small><tt>music</tt></small> | | <small><tt>music</tt></small> | ||
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|- | |- | ||
| '''UI Overlay''' | | '''UI Overlay''' | ||
| | | Effects | ||
| User interface overlay shown upon activation. | | User interface overlay shown upon activation. | ||
| <small><tt>title</tt></small> | | <small><tt>title</tt></small> |
Revision as of 14:37, 9 February 2016
Attributes
Info | Development | |||
---|---|---|---|---|
Name | Category | Description | Class | Type |
Variable Name | Init | Unique system name. Can contain only letters, numbers and underscore. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables. | name | String |
Text | Init | Trigger description. Players can see it in the radio menu when its activation is set to 'Radio'. Also visible in tooltip when hovering over the trigger in the editor. | text | String |
Shape | Transformation | Area shape.
Available options:
|
IsRectangle | Bool |
Size | Transformation | Area size in meters. | size2 | Array |
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 |
Rotation | Transformation | Local rotation in degrees. X is pitch, Y is roll and Z is yaw. | rotation | Number |
Type | Activation | Trigger type, determines special behavior upon activation.
Available options:
|
TriggerType | String |
Activation | Activation | What or who can activate the trigger. Some options further depend on 'Activation Condition'.
Available options:
|
ActivationBy | String |
Activation | Activation | What or who can activate the trigger. Some options further depend on 'Activation Type'. The available options are specific to the connected trigger owner.
Available options:
|
activationByOwner | String |
Activation Condition | Activation | Condition of the 'Activation' attribute.
Available options:
|
activationType | String |
Repeatable | Activation | Repetition rules. When enabled, the trigger can be activated again once deactivated. | repeatable | Bool |
Condition | Expression | Repeatedly calculated condition, must return boolean expression. When true, the trigger will be activated.
Passed variables are:
|
condition | String |
On Activation | Expression | Expression executed once the trigger is activated.
Passed variables are:
|
onActivation | String |
On Deactivation | Expression | Expression executed once the trigger is deactivated.
Passed variables are:
|
onDeactivation | String |
Timer Type | Timer | Type of activation timer.
Available options:
|
interuptable | Bool |
Timer Values | Timer | Timer values in seconds, 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 |
SFX | Effects | Sound effect played by the trigger upon activation. Repeats as long as the trigger is active. | soundTrigger | 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 |