Eden Editor: Waypoint: 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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|- | |- | ||
| '''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 | | 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><tt>itemClass</tt></small> | | <small><tt>itemClass</tt></small> | ||
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|- | |- | ||
| '''Description''' | | '''Description''' | ||
| | | Init | ||
| Text visible for the player next to waypoint icon in the scene. | | Text visible for the player next to the waypoint icon in the scene. | ||
| <small><tt>description</tt></small> | | <small><tt>description</tt></small> | ||
| [[String]] | | [[String]] | ||
|- | |- | ||
| '''Order''' | | '''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 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> | | <small><tt>order</tt></small> | ||
| | | | ||
|- | |- | ||
| ''' | | '''Identified''' | ||
| | | Init | ||
| System name of the waypoint, used for identification in scripts. | | System name of the waypoint, used for identification in scripts. | ||
| <small><tt>name</tt></small> | | <small><tt>name</tt></small> | ||
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|- | |- | ||
| '''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]] | ||
|- | |- | ||
| '''Placement Radius''' | | '''Placement Radius''' | ||
| | | Transformation | ||
| Placement radius in meters. The entity will start | | Placement radius in meters. The entity will start at a random position within the radius. | ||
| <small><tt>placementRadius</tt></small> | | <small><tt>placementRadius</tt></small> | ||
| [[Number]] | | [[Number]] | ||
|- | |- | ||
| '''Completion Radius''' | | '''Completion Radius''' | ||
| | | Transformation | ||
| Distance in meters in which a group | | Distance in meters in which a group member has to be in order for the waypoint to be considered completed. | ||
| <small><tt>completionRadius</tt></small> | | <small><tt>completionRadius</tt></small> | ||
| [[Number]] | | [[Number]] | ||
|- | |- | ||
| '''Combat Mode''' | | '''Combat Mode''' | ||
| | | State | ||
| | | Controls how and when the group will choose to engage enemy targets. | ||
Available options: | Available options: | ||
* '''Unchanged''' - No change compared to the previous state. | * '''Unchanged''' - No change compared to the previous state. | ||
* '''Forced Hold Fire''' - The group will never fire under any circumstances. | * '''Forced Hold Fire''' - The group will never fire under any circumstances. | ||
* ''' | * '''Do Not Fire Unless Fired Upon, Keep Formation''' - Group members will hold fire unless directly threatened. | ||
* ''' | * '''Do Not 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, 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. | * '''Open Fire''' - Group members will fire at any suitable target in range, leaving the formation to find a suitable shooting position. | ||
| <small><tt>combatMode</tt></small> | | <small><tt>combatMode</tt></small> | ||
| [[String]] | | [[String]] | ||
|- | |- | ||
| ''' | | '''Behavior''' | ||
| | | State | ||
| | | Behavior pattern of the group. | ||
Available options: | Available options: | ||
* '''Unchanged''' - No change compared to the previous state. | * '''Unchanged''' - No change compared to the previous state. | ||
* '''Careless''' - The same as 'Safe', except that it | * '''Careless''' - The same as 'Safe', except that it will not be switched automatically after spotting a threat. Use with caution, player may perceive AIs in this behavior as defective. | ||
* '''Safe''' - Non-combat | * '''Safe''' - Non-combat behavior. Characters have weapons lowered. Vehicles follow roads and use lights. They automatically switch to 'Aware' upon spotting a threat. | ||
* '''Aware''' - Default | * '''Aware''' - Default behavior. Characters are in ready position. Vehicles prefer roads, do not use lights and their passengers will disembark to counter threats. | ||
* '''Combat''' - Firefight | * '''Combat''' - Firefight behavior. Characters break formation and take cover. Vehicles ignore roads and do not use lights. | ||
* '''Stealth''' - Characters break formation and move cautiously, preferring cover and going prone. Vehicles prefer roads, but | * '''Stealth''' - Characters break formation and move cautiously, preferring cover and going prone. Vehicles prefer roads, but do not use lights. | ||
| <small><tt>behaviour</tt></small> | | <small><tt>behaviour</tt></small> | ||
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|- | |- | ||
| '''Formation''' | | '''Formation''' | ||
| | | State | ||
| | | Default group formation. Based on the combat mode, group members may ignore the formation in 'Combat' and 'Stealth' modes. | ||
Available options: | Available options: | ||
* '''Unchanged''' | * '''Unchanged''' | ||
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* '''Column''' | * '''Column''' | ||
* '''File''' | * '''File''' | ||
* '''Staggered | * '''Staggered Col.''' | ||
* '''Echelon | * '''Echelon L.''' | ||
* '''Echelon | * '''Echelon R.''' | ||
* '''Diamond''' | * '''Diamond''' | ||
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|- | |- | ||
| '''SpeedMode''' | | '''SpeedMode''' | ||
| | | State | ||
| | | Default travel speed of the group. In Combat and Stealth behavior modes, group members will try to prioritize this setting. | ||
Available options: | Available options: | ||
* '''Unchanged''' | * '''Unchanged''' | ||
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|- | |- | ||
| '''Condition''' | | '''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. | | 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: | Passed variables are: | ||
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|- | |- | ||
| '''On Activation''' | | '''On Activation''' | ||
| | | Expression | ||
| Expression called when the waypoint is completed. | | Expression called when the waypoint is completed. | ||
Passed variables are: | Passed variables are: | ||
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|- | |- | ||
| '''Script''' | | '''Script''' | ||
| | | 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><tt>script</tt></small> | | <small><tt>script</tt></small> | ||
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|- | |- | ||
| '''Map Visibility''' | | '''Map Visibility''' | ||
| | | Visibility | ||
| Make the waypoint visible for the player | | Make the waypoint visible for the player on the map. | ||
| <small><tt>show2D</tt></small> | | <small><tt>show2D</tt></small> | ||
| [[Bool]] | | [[Bool]] | ||
|- | |- | ||
| '''Scene Visibility''' | | '''Scene Visibility''' | ||
| | | Visibility | ||
| Make the waypoint visible for the player in the scene. | | Make the waypoint visible for the player in the scene. | ||
| <small><tt>show3D</tt></small> | | <small><tt>show3D</tt></small> | ||
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|- | |- | ||
| '''Timer Values''' | | '''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. | | 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><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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|- | |- | ||
| '''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 14:38, 9 February 2016
Attributes
Info | Development | |||
---|---|---|---|---|
Name | Category | Description | Class | 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 | Bool |
Scene Visibility | Visibility | Make the waypoint visible for the player in the scene. | show3D | Bool |
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 |