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| - | ====== ATTRIBUTE EMITTERS ====== | ||
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| - | This is the “true” Eden way of adding emitters, via an entity' | ||
| - | Not all entity types are supported (those on which it would not make sense to have these attributes). | ||
| - | Map objects are also not supported. It is not possible to edit the parameters of these emitters from within the attributes, but it is possible to edit them via the Emitter 3Ditor after setting them up. | ||
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| - | So, let’s pick for example the BMP2 Wreck (Props → Wrecks → APC) and open it’s attributes. | ||
| - | Expand the section Emitter 3Ditor, tick the Use object as emitter box and the following should activate: | ||
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| - | ===== Use object as emitter ===== | ||
| - | enable/ | ||
| - | ===== Emitter count ===== | ||
| - | The amount of emitters to insert, 1 to 5 | ||
| - | === Link model selections === | ||
| - | It is possible to have the emitter(s) appear on selected object model selection (selected from the Model selection list), this links the selection selections between emitters so that if you change one emitter’s model selection all emitters will get the same change. | ||
| - | === Link die out === | ||
| - | Same as above but for the die out timer | ||
| - | === Follow hideObject === | ||
| - | Checking this box makes the emitters “follow” the entity’s hideObject state in scenario in-game. When the entity is hidden with hideObject the emitters stop emitting, and when the object is set visible again with hideObject false they start emitting again. | ||
| - | <WRAP info> | ||
| - | NOTE that this starts a looping script on each entity this box is checked on which is why this is optional; if you know the object will not be be “hideObjected” no need for the looping script. The loop is randomly paused between 0.3 and 1 seconds so the effect is not immediate. | ||
| - | </ | ||