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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: | ||
| - | |||
| - | ===== 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 important> | ||
| - | 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. | ||
| - | </ | ||
| - | ===== Exclude from Zeus ===== | ||
| - | All entities with emitters set via the entity attributes will be automatically added as editable objects for Zeus, including it's emitters. Checking this box will stop that from happening for the given entity. | ||
| - | | ||
| - | ===== Only for Zeus===== | ||
| - | This will limit the entity and it's object to be editable only by a specific Zeus, or Zeus'. Enter the Variable Name of the wanted Zeus/ | ||
| - | When using multiple Zeus' separate the names with a semicolon, without any spaces: Zeus1; | ||
| - | | ||
| - | ===== Emitter type===== | ||
| - | Type of emitter to use for the given emitter, either particle source, light point or light reflector (directional). | ||
| - | | ||
| - | ===== Effect type===== | ||
| - | Type of the effect for the given emitter, either Class or Preset. Class is any of the possible config classes, Preset means custom emitter presets saved with the actual tool. No preset is available by default. | ||
| - | | ||
| - | ===== Effect ===== | ||
| - | The particle/ | ||
| - | | ||
| - | ===== Model selection ===== | ||
| - | A list of model selections of the selected entity. | ||
| - | “None” means the emitter(s) will appear on the center of the entity object, otherwise will appear on the position of that selection on the model. | ||
| - | <WRAP info> | ||
| - | NOTE that some selections may not appear at the same place when previewing as they do in Eden, for example the selections on the man model like spine1 and spine2 appear in the editor as they are on the model but for some reason while playing they appear at ground level. For some selections it’s the other way around.. Go figure...</ | ||
| - | Above mentioned Link model selections links these between all emitters, so when that box is checked any selection from this list on any emitter will apply the same selection to all the emitters. | ||
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| - | ===== Die out ===== | ||
| - | A timer in seconds after which the emitter will be deleted, after it has started emitting. | ||
| - | <WRAP info> | ||
| - | |||
| - | ===== Emitter name ===== | ||
| - | Name for the emitter, can be left blank in which case a default name of particle/ | ||
| - | <WRAP important> | ||
| - | |||
| - | ===== Particles with damage ===== | ||
| - | If you use an emitter class (or preset) that has damaging values with an entity that is really vulnerable to the damage (Man class, some weaker vehicles) you will get a notification about it after pressing OK: | ||
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| - | Checking the " | ||
| - | |||
| - | ===== Copy/ | ||
| - | If you wish to copy/paste an entity with the attribute emitters set <wrap em>YOU CAN NOT USE THE NORMAL COPY/ | ||