Eden Editor: Object: Difference between revisions
Categories: Eden EditorEden Editor: Asset Types
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== Attributes ==  | == Attributes ==  | ||
<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" | Info  | ! colspan="3" | <big>Info</big>  | ||
! colspan="2" | [[Eden Editor: Setting Attributes|Development]]  | ! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big>  | ||
|-  | |-  | ||
! Name  | ! Name  | ||
| Line 12: | Line 13: | ||
|-  | |-  | ||
| '''Type'''  | | '''Type'''  | ||
|   | | Type  | ||
| Object type. Can be changed only to another type of the same side,  | | Object type. Can be changed only to another type of the same side,  | ||
| <tt>ItemClass</tt>  | e.g., you can change BLUFOR Car to BLUFOR Helicopter, but not to OPFOR Car or a Prop.  | ||
| <small><tt>ItemClass</tt></small>  | |||
| [[String]]  | | [[String]]  | ||
|-  | |-  | ||
| '''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.  | ||
| <tt>Name</tt>  | | <small><tt>Name</tt></small>  | ||
| [[String]]  | | [[String]]  | ||
|-  | |-  | ||
| '''Init'''  | | '''Init'''  | ||
|   | | Init  | ||
| Expression called upon start. In multiplayer, it  | | Expression called upon at start. In multiplayer, it is called on every machine and for each player who joins in the progress. The variable 'this' refers to the affected object.  | ||
| <tt>Init</tt>  | | <small><tt>Init</tt></small>  | ||
| [[String]]  | | [[String]]  | ||
|-  | |-  | ||
| '''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.  | ||
| <tt>position</tt>  | | <small><tt>position</tt></small>  | ||
| [[Position3D]]  | | [[Position3D]]  | ||
|-  | |-  | ||
| '''Rotation'''  | | '''Rotation'''  | ||
|   | | Transformation  | ||
|   | | Local rotation in degrees. X is pitch, Y is roll and Z is yaw.  | ||
| <tt>rotation</tt>  | | <small><tt>rotation</tt></small>  | ||
| [[Number]]  | | [[Number]]  | ||
|-  | |-  | ||
| '''Placement Radius'''  | | '''Placement Radius'''  | ||
|   | | Transformation  | ||
| Placement radius in meters. The   | | Placement radius in meters. The entity will start at a random position within the radius.  | ||
| <tt>placementRadius</tt>  | | <small><tt>placementRadius</tt></small>  | ||
| [[Number]]  | | [[Number]]  | ||
|-  | |-  | ||
| '''  | | '''Player'''  | ||
|   | | Control  | ||
|   | | Player in singleplayer. When enabled, the character will also be available in multiplayer and team switch ('Playable' status cannot be disabled individually in such case).  | ||
| <tt>ControlSP</tt>  | | <small><tt>ControlSP</tt></small>  | ||
| [[Bool]]  | | [[Bool]]  | ||
|-  | |-  | ||
| '''  | | '''Playable'''  | ||
|   | | Control  | ||
|   | | When enabled, the character will appear as a slot in the multiplayer scenario lobby and in the list of roles available for team switch.  | ||
| <tt>ControlMP</tt>  | | <small><tt>ControlMP</tt></small>  | ||
| [[Bool]]  | | [[Bool]]  | ||
|-  | |-  | ||
| '''Role Description'''  | | '''Role Description'''  | ||
|   | | Control  | ||
| Multiplayer role description visible in the multiplayer lobby. When undefined, object type name will be used by default.  | | Multiplayer role description visible in the multiplayer lobby. When undefined, the object type name will be used by default.  | ||
| <tt>description</tt>  | | <small><tt>description</tt></small>  | ||
| [[String]]  | | [[String]]  | ||
|-  | |-  | ||
| '''Lock'''  | | '''Lock'''  | ||
|   | | States  | ||
| Vehicle lock.   | | Vehicle lock. When locked, characters outside of the vehicle will be unable to get in and those already inside will be forbidden from leaving.  | ||
| <tt>lock</tt>  | Available options:  | ||
* '''Unlocked''' - Anyone can get in  | |||
* '''Default''' - Group leaders and anyone who was ordered in by their group leader can get in  | |||
* '''Locked''' - No one can get in  | |||
* '''Locked for players''' - Anyone except for players can get in  | |||
| <small><tt>lock</tt></small>  | |||
| [[Number]]  | | [[Number]]  | ||
|-  | |-  | ||
| '''Skill'''  | | '''Skill'''  | ||
|   | | States  | ||
| General AI skill. The attribute   | | General AI skill. The attribute does not allow for decreasing it below 20%, because AI behavior would be too simplified.  | ||
| <tt>skill</tt>  | | <small><tt>skill</tt></small>  | ||
| [[Number]]  | | [[Number]]  | ||
|-  | |-  | ||
| '''Health / Armor'''  | | '''Health / Armor'''  | ||
|   | | States  | ||
| Object health / armor. When close to 0%, the object will be destroyed.  | | Object health / armor. When close to 0%, the object will be destroyed.  | ||
| <tt>Health</tt>  | | <small><tt>Health</tt></small>  | ||
| [[Number]]  | | [[Number]]  | ||
|-  | |-  | ||
| '''Fuel'''  | | '''Fuel'''  | ||
|   | | States  | ||
| Vehicle fuel  | | Vehicle fuel.  | ||
| <tt>fuel</tt>  | | <small><tt>fuel</tt></small>  | ||
| [[Number]]  | | [[Number]]  | ||
|-  | |-  | ||
| '''Ammunition'''  | | '''Ammunition'''  | ||
|   | | States  | ||
| General vehicle ammo state  | | General vehicle ammo state.  | ||
| <tt>ammo</tt>  | | <small><tt>ammo</tt></small>  | ||
| [[Number]]  | | [[Number]]  | ||
|-  | |-  | ||
| '''Rank'''  | | '''Rank'''  | ||
|   | | States  | ||
| Character rank. When a group leader is killed, the subordinate with the highest rank will take over.  | | Character rank. When a group leader is killed, the subordinate with the highest rank will take over.  | ||
| <tt>rank</tt>  | Available options:  | ||
* '''Private'''  | |||
* '''Corporal'''  | |||
* '''Sergeant'''  | |||
* '''Lieutenant'''  | |||
* '''Captain'''  | |||
* '''Major'''  | |||
* '''Colonel'''  | |||
| <small><tt>rank</tt></small>  | |||
| [[String]]  | | [[String]]  | ||
|-  | |-  | ||
| '''Show Model'''  | | '''Show Model'''  | ||
|   | | Special States  | ||
| Show model and collisions.   | | Show model and collisions. Even when disabled, the object will be simulated normally (e.g., soldiers will still be able to move and shoot).  | ||
| <tt>hideObject</tt>  | | <small><tt>hideObject</tt></small>  | ||
| [[Bool]]  | | [[Bool]]  | ||
|-  | |-  | ||
| '''Enable Simulation'''  | | '''Enable Simulation'''  | ||
|   | | Special States  | ||
| Enable simulation. When disabled, the object will freeze and ignore any input or collisions.  | | Enable simulation. When disabled, the object will freeze and ignore any input or collisions.  | ||
| <tt>enableSimulation</tt>  | | <small><tt>enableSimulation</tt></small>  | ||
| [[Bool]]  | | [[Bool]]  | ||
|-  | |-  | ||
| '''Enable Damage'''  | | '''Enable Damage'''  | ||
|   | | Special States  | ||
| Set if the object can receive any damage. When a vehicle is invincible, its crew can still be killed.  | | Set if the object can receive any damage. When a vehicle is invincible, its crew can still be killed.  | ||
| <tt>allowDamage</tt>  | | <small><tt>allowDamage</tt></small>  | ||
| [[Bool]]  | | [[Bool]]  | ||
|-  | |-  | ||
| '''Enable Stamina'''  | | '''Enable Stamina'''  | ||
|   | | Special States  | ||
| Set whether the character should become tired when moving or not. When disabled for player, the stamina bar will be hidden completely.  | | Set whether the character should become tired when moving or not. When disabled for player, the stamina bar will be hidden completely.  | ||
| <tt>enableStamina</tt>  | | <small><tt>enableStamina</tt></small>  | ||
| [[Bool]]  | | [[Bool]]  | ||
|-  | |-  | ||
| '''Name'''  | | '''Name'''  | ||
|   | | Identity  | ||
| Character name, by default automatically generated based on faction.  | | Character name, by default automatically generated based on faction.  | ||
| <tt>unitName</tt>  | | <small><tt>unitName</tt></small>  | ||
| [[String]]  | | [[String]]  | ||
|-  | |-  | ||
| '''Face'''  | | '''Face'''  | ||
|   | | Identity  | ||
| Character face.  | | Character face.  | ||
| <tt>face</tt>  | | <small><tt>face</tt></small>  | ||
| [[String]]  | | [[String]]  | ||
|-  | |-  | ||
| '''Voice'''  | | '''Voice'''  | ||
|   | | Identity  | ||
| Radio voice used in group communication (e.g., target reporting).  | | Radio voice used in group communication (e.g., target reporting).  | ||
| <tt>speaker</tt>  | | <small><tt>speaker</tt></small>  | ||
| [[String]]  | | [[String]]  | ||
|-  | |-  | ||
| '''Voice Pitch'''  | | '''Voice Pitch'''  | ||
|   | | Identity  | ||
| Voice pitch. Higher number means higher voice.  | | Voice pitch. Higher number means higher voice.  | ||
| <tt>pitch</tt>  | | <small><tt>pitch</tt></small>  | ||
| [[Number]]  | | [[Number]]  | ||
|-  | |-  | ||
| '''Probability of Presence'''  | | '''Probability of Presence'''  | ||
|   | | Presence  | ||
| Probability of presence evaluated at the scenario start. When it fails, the object is not created at all.  | | Probability of presence evaluated at the scenario start. When it fails, the object is not created at all.  | ||
| <tt>presence</tt>  | | <small><tt>presence</tt></small>  | ||
| [[Number]]  | | [[Number]]  | ||
|-  | |-  | ||
| '''Condition of Presence'''  | | '''Condition of Presence'''  | ||
|   | | Presence  | ||
| Condition of presence evaluated at the scenario start, must return boolean expression. When false, the object is not created at all.  | | Condition of presence evaluated at the scenario start, must return boolean expression. When false, the object is not created at all.  | ||
| <tt>presenceCondition</tt>  | | <small><tt>presenceCondition</tt></small>  | ||
| [[String]]  | |||
|-  | |||
| '''Equipment Storage'''  | |||
| Equipment Storage  | |||
| |Contents of inventory storage available in ammo boxes and vehicles.  | |||
| <small><tt>ammoBox</tt></small>  | |||
| [[String]]  | | [[String]]  | ||
|}  | |}  | ||
Revision as of 14:36, 9 February 2016
Attributes
| Info | Development | |||
|---|---|---|---|---|
| Name | Category | Description | Class | Type | 
| Type | Type | Object type. Can be changed only to another type of the same side,
 e.g., you can change BLUFOR Car to BLUFOR Helicopter, but not to OPFOR Car or a Prop.  | 
ItemClass | String | 
| 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 | 
| Init | Init | Expression called upon at start. In multiplayer, it is called on every machine and for each player who joins in the progress. The variable 'this' refers to the affected object. | Init | 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 | 
| Rotation | Transformation | Local rotation in degrees. X is pitch, Y is roll and Z is yaw. | rotation | Number | 
| Placement Radius | Transformation | Placement radius in meters. The entity will start at a random position within the radius. | placementRadius | Number | 
| Player | Control | Player in singleplayer. When enabled, the character will also be available in multiplayer and team switch ('Playable' status cannot be disabled individually in such case). | ControlSP | Bool | 
| Playable | Control | When enabled, the character will appear as a slot in the multiplayer scenario lobby and in the list of roles available for team switch. | ControlMP | Bool | 
| Role Description | Control | Multiplayer role description visible in the multiplayer lobby. When undefined, the object type name will be used by default. | description | String | 
| Lock | States | Vehicle lock. When locked, characters outside of the vehicle will be unable to get in and those already inside will be forbidden from leaving.
 Available options: 
  | 
lock | Number | 
| Skill | States | General AI skill. The attribute does not allow for decreasing it below 20%, because AI behavior would be too simplified. | skill | Number | 
| Health / Armor | States | Object health / armor. When close to 0%, the object will be destroyed. | Health | Number | 
| Fuel | States | Vehicle fuel. | fuel | Number | 
| Ammunition | States | General vehicle ammo state. | ammo | Number | 
| Rank | States | Character rank. When a group leader is killed, the subordinate with the highest rank will take over.
 Available options: 
  | 
rank | String | 
| Show Model | Special States | Show model and collisions. Even when disabled, the object will be simulated normally (e.g., soldiers will still be able to move and shoot). | hideObject | Bool | 
| Enable Simulation | Special States | Enable simulation. When disabled, the object will freeze and ignore any input or collisions. | enableSimulation | Bool | 
| Enable Damage | Special States | Set if the object can receive any damage. When a vehicle is invincible, its crew can still be killed. | allowDamage | Bool | 
| Enable Stamina | Special States | Set whether the character should become tired when moving or not. When disabled for player, the stamina bar will be hidden completely. | enableStamina | Bool | 
| Name | Identity | Character name, by default automatically generated based on faction. | unitName | String | 
| Face | Identity | Character face. | face | String | 
| Voice | Identity | Radio voice used in group communication (e.g., target reporting). | speaker | String | 
| Voice Pitch | Identity | Voice pitch. Higher number means higher voice. | pitch | Number | 
| Probability of Presence | Presence | Probability of presence evaluated at the scenario start. When it fails, the object is not created at all. | presence | Number | 
| Condition of Presence | Presence | Condition of presence evaluated at the scenario start, must return boolean expression. When false, the object is not created at all. | presenceCondition | String | 
| Equipment Storage | Equipment Storage | Contents of inventory storage available in ammo boxes and vehicles. | ammoBox | String |