Eden Editor: Waypoint: Difference between revisions
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| '''Type''' | | '''Type''' | ||
| Waypoint Type | | Waypoint Type | ||
| Waypoint type defines what | | 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 won't be prompted to perform any specific actions eventhough the waypoint completion condition is the same. | ||
Some waypoints have special attributes, which are available | Some waypoints have special attributes, which are only available the next time you access the attribute window. | ||
| <small><tt>itemClass</tt></small> | | <small><tt>itemClass</tt></small> | ||
| [[String]] | | [[String]] | ||
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* '''Aware''' - Default behaviour. Characters are in ready position. Vehicles prefer roads, don't use lights and their passengers will disembark to counter threats. | * '''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. | * '''Combat''' - Firefight behaviour. Characters break formation and take cover. Vehicles ignore roads and don't use lights. | ||
* '''Stealth''' - Characters break formation and move | * '''Stealth''' - Characters break formation and move cautiously, preferring cover and going prone. Vehicles prefer roads, but don't use lights. | ||
| <small><tt>behaviour</tt></small> | | <small><tt>behaviour</tt></small> |
Revision as of 13:12, 14 December 2015
Attributes
Info | Development | |||
---|---|---|---|---|
Name | Category | Description | Class | Type |
Type | Waypoint 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 won't be prompted to perform any specific actions eventhough 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 | 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 |