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attribute_examples [2021/11/27 15:31] – [Couple of sync examples] hnegattribute_examples [2021/11/28 07:49] (current) hneg
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   * Expand the Emitter 3Ditor section and check the //Use object as emitter// box.   * Expand the Emitter 3Ditor section and check the //Use object as emitter// box.
   * Select emitter count 4.   * Select emitter count 4.
-  * For the first emitter select Emitter type //lightpoint//, then the Effect type //Chemlight_Blue// and Model selection //leftfoot//+  * For the first emitter select Emitter type **//lightpoint//**, then the Effect type **//Chemlight_Blue//** and Model selection **//leftfoot//**
-  * For the second emitter select Emitter type //lightpoint//, Effect type //Chemlight_Green// and Model selection //lefthand//+  * For the second emitter select Emitter type **//lightpoint//**, Effect type **//Chemlight_Green//** and Model selection **//lefthand//**
-  * For the third emitter select Emitter type //lightpoint//, Effect type //Chemlight_Red// and Model selection //rightfoot//+  * For the third emitter select Emitter type **//lightpoint//**, Effect type **//Chemlight_Red//** and Model selection **//rightfoot//**
-  * For the fourth emitter select Emitter type //lightpoint//, Effect type //Chemlight_Yellow// and Model selection //righthand//+  * For the fourth emitter select Emitter type **//lightpoint//**, Effect type **//Chemlight_Yellow//** and Model selection **//righthand//**
-  * Press //OK//.+  * Press **//OK//**.
   * Then from the Eden editor’s Intel change the time so that it is dark.   * Then from the Eden editor’s Intel change the time so that it is dark.
 Now you should see the lights glow on the entity on those selected positions, something like this: Now you should see the lights glow on the entity on those selected positions, something like this:
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 The emitter icons will appear on the center/feet of the entity model regardless of selected selections. If you drag the entity around you will see that the lights nicely follow along. The emitter icons will appear on the center/feet of the entity model regardless of selected selections. If you drag the entity around you will see that the lights nicely follow along.
-Press Play Scenario and run around, the lights should follow the characters movements.+Press **//Play Scenario//** and run around, the lights should follow the characters movements.
  
 If you would export the scenario and play it it would do the same there. You can try that if you wish, save and export the scenario into SP scenarios, exit the editor and load the scenario from the scenarios list and play. If you would export the scenario and play it it would do the same there. You can try that if you wish, save and export the scenario into SP scenarios, exit the editor and load the scenario from the scenarios list and play.
 The same process works for particles, of course. The same process works for particles, of course.
  
-If you check the @@Use default emitter set@@ box you will see that most of the attributes get disabled and the @@Link model selections@@ and @@link die out@@ get checked. The default set will appear as one, with the possibility for one model selection and one die out value, because it is a set.+If you check the **//Use default emitter set//** box you will see that most of the attributes get disabled and the **//Link model selections//** and **//link die out//** get checked. The default set will appear as one, with the possibility for one model selection and one die out value, because it is a set.
 You can name the individual emitters in the set though. You can name the individual emitters in the set though.
 It also overrides any previous emitter attributes you have selected for the entity. It also overrides any previous emitter attributes you have selected for the entity.
  
-So, on that same entity as we did the lights (or just pick another one) check the @@Use default emitter set@@ box and select some selection from the selection list. You can see how all the disabled attributes will also have the same selected selection in their selection list. This is because of the @@Link model selections@@ is checked automatically.+So, on that same entity as we did the lights (or just pick another one) check the **//Use default emitter set//** box and select some selection from the selection list. You can see how all the disabled attributes will also have the same selected selection in their selection list. This is because of the **//Link model selections//** is checked automatically.
  
-Press @@OK@@.+Press **//OK//**.
  
 <WRAP info>NOTE that every time you change something the change has to be processed which causes a coffee mug progress indicator to show up.</WRAP> <WRAP info>NOTE that every time you change something the change has to be processed which causes a coffee mug progress indicator to show up.</WRAP>
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 {{ :att_xmpl_002_002.png |}} {{ :att_xmpl_002_002.png |}}
  
-Press @@Play Scenario@@ and you can see your guy is on fire and he” soon perishes.+Press **//Play Scenario//** and you can see your guy is on fire and "hesoon perishes.
  
-To remove the emitters open the attributes and un-check @@Use object as emitter@@ and press @@OK@@, or you can delete them by selecting the emitter object (the ? in a box) and pressing ``DELETE`` on your keyboard.+To remove the emitters open the attributes and un-check **//Use object as emitter((** and press **//OK//**, or you can delete them by selecting the emitter object (the "? in a box") and pressing ``DELETE`` on your keyboard.
 The default set behaves as one single emitter in this regard as well, so the whole set gets deleted. The default set behaves as one single emitter in this regard as well, so the whole set gets deleted.
  
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 To see how the Die out attribute works, set some entity to use the default emitter set as described above. To see how the Die out attribute works, set some entity to use the default emitter set as described above.
 Try some wreck, like a boat wreck for example as it allows you to see the effects nicely. Try some wreck, like a boat wreck for example as it allows you to see the effects nicely.
-Then type into the @@Die out@@ attribute field the number @@5@@.+Then type into the **//Die out//** attribute field the number **//5//**.
  
-Press @@OK@@.+Press **//OK//**.
  
 You can place down a player entity to watch the flames with if you don’t have one placed already. You can place down a player entity to watch the flames with if you don’t have one placed already.
-Press @@Play scenario@@ and once the preview has started after five seconds (roughly, it takes some moments for the scenario to init) you will see the particles disappear.+Press **//Play Scenario//** and once the preview has started after five seconds (roughly, it takes some moments for the scenario to init) you will see the particles disappear.
  
 ===== Follow objectHide ===== ===== Follow objectHide =====
  
 Using the same entity as with the above example, give the entity some name, like ??foo??. Using the same entity as with the above example, give the entity some name, like ??foo??.
-Set the @@Die out@@ back to 0, check the @@Follow objectHide@@ box, and press @@OK@@.+Set the **//Die out//** back to 0, check the **//Follow objectHide//** box, and press **//OK//**.
 If you didn’t place down player entity previously, do it now. If you didn’t place down player entity previously, do it now.
-Press @@Play Scenario@@.+Press **//Play Scenario//**.
  
 Open the debug console (``ESC``) and type in the Execute window: Open the debug console (``ESC``) and type in the Execute window:
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 ===== Using a trigger ===== ===== Using a trigger =====
-In addition to @@Follow objectHide@@ there’s another way you can control when the attribute emitter effects appear/disappear. This done with a trigger.+In addition to **//Follow objectHide//** there’s another way you can control when the attribute emitter effects appear/disappear. This done with a trigger.
  
 All you need to do is sync a trigger with the emitter (__not the entity!__) and the emitters will start emitting when that trigger is activated and stop emitting when it’s deactivated. All you need to do is sync a trigger with the emitter (__not the entity!__) and the emitters will start emitting when that trigger is activated and stop emitting when it’s deactivated.
 <WRAP important>NOTE that the regular Eden Sync does NOT work with this, you have to use a method specific to this tool.</WRAP> <WRAP important>NOTE that the regular Eden Sync does NOT work with this, you have to use a method specific to this tool.</WRAP>
-This sync is done by selecting the emitter you want to sync with the trigger, then hovering over the trigger (so that it lights” up) and pressing ``SHIFT + ALT + S``.+This sync is done by selecting the emitter you want to sync with the trigger, then hovering over the trigger (so that it "lightsup) and pressing ``SHIFT + ALT + S``.
 <WRAP important>NOTE that if you change something other than the name of emitter(s) via the attributes after you have synced a trigger to the emitter(s) the sync will be lost so you need to sync the trigger again.</WRAP> <WRAP important>NOTE that if you change something other than the name of emitter(s) via the attributes after you have synced a trigger to the emitter(s) the sync will be lost so you need to sync the trigger again.</WRAP>
  
 In case of emitter sets such as the default emitter set used in these examples you only need to select one of the emitters in the set and sync that with the trigger using ``SHIFT + ALT + S``. In case of emitter sets such as the default emitter set used in these examples you only need to select one of the emitters in the set and sync that with the trigger using ``SHIFT + ALT + S``.
  
-==== Couple of sync examples ====+==== Some examples ====
 === Simple === === Simple ===
 Place a player entity. Place a player entity.
-Then place for example two BMP2 wrecks side by side with some space in between them and set them to emit &&CMeasures3&&. Or, set one BMP, set it to emit &&Cmeasures3&& and clone it by selecting either the BMP or the emitter and pressing ``SHIFT + ALT + C``.+Then place for example two BMP2 wrecks side by side with some space in between them and set them to emit **//CMeasures3//**. Or, set one BMP, set it to emit //Cmeasures3// and clone it by selecting either the BMP or the emitter and pressing ``SHIFT + ALT + C``.
  
 Place a 10x10x10 trigger about halfway between the two wrecks, then select the first wreck’s emitter, hover over the trigger and press ``SHIFT + ALT + S``. Then do the same for the other wreck’s emitter. Place a 10x10x10 trigger about halfway between the two wrecks, then select the first wreck’s emitter, hover over the trigger and press ``SHIFT + ALT + S``. Then do the same for the other wreck’s emitter.
-The trigger’s visible name (text) changes to indicate it is now an activator for the emitters. You can not change this text, it’s hard coded.+The trigger’s visible name (text) changes to indicate it is now an activator for the emitters. You can not change this text, it’s "hard coded".
 {{ :att_xmpl_005_002.png |}} {{ :att_xmpl_005_002.png |}}
 Set player as trigger owner (and make sure play is out of the trigger’s area). Set player as trigger owner (and make sure play is out of the trigger’s area).
 {{ :att_xmpl_005_001.png |}} {{ :att_xmpl_005_001.png |}}
-Press @@Play Scenario@@.+Press **//Play Scenario//**.
 As you can see, wrecks don’t emit anything. As you can see, wrecks don’t emit anything.
 Start walking between the wrecks and as you trigger the trigger both wrecks start emitting. Yay. Start walking between the wrecks and as you trigger the trigger both wrecks start emitting. Yay.
  
 Return to Eden. Return to Eden.
-In the trigger attributes check the @@Repeatable@@ box, press @@OK@@+In the trigger attributes check the **//Repeatable//** box, press **//OK//**
-Press @@Play Scenario@@.+Press **//Play Scenario//**.
  
 As previously, walk between the wrecks, emitters start emitting when you enter the trigger but now they also stop emitting when you exit the trigger. You can walk in and out of the trigger as many times as you like to see this effect. As previously, walk between the wrecks, emitters start emitting when you enter the trigger but now they also stop emitting when you exit the trigger. You can walk in and out of the trigger as many times as you like to see this effect.
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 <code>this addEventHandler ["Explosion", {mynade = true}]</code> <code>this addEventHandler ["Explosion", {mynade = true}]</code>
  
-Then set it to emit two particle emitters, first one’s class to &&BigDestructionFire&& and the second one’s class to &&BigDestructionSmoke&&. Press @@OK@@.+Then set it to emit two particle emitters, first one’s class to **//BigDestructionFire//** and the second one’s class to **//BigDestructionSmoke//**. Press **//OK//**.
  
 Then place a trigger (size doesn’t matter). Then place a trigger (size doesn’t matter).
 In it’s condition field write: In it’s condition field write:
 <code>missionNamespace getVariable ["mynade", false]</code> <code>missionNamespace getVariable ["mynade", false]</code>
-Press @@OK@@ and ``SHIFT + ALT + S`` the emitter with the trigger.+Press **//OK//** and ``SHIFT + ALT + S`` the emitter with the trigger.
 {{ :att_xmpl_007_001.png |}} {{ :att_xmpl_007_001.png |}}
-Press @@Play Scenario@@ and throw the grenade at the hunter, make sure it lands close enough to trigger the Explosion” eventhandler. Once the nade has exploded the flames and smoke erupt.+Press **//Play Scenario//** and throw the grenade at the hunter, make sure it lands close enough to trigger the "Explosioneventhandler. Once the nade has exploded the flames and smoke erupt.
  
 Another one in the same vein, silly Twin Peaks-esque, but anyhoo: Another one in the same vein, silly Twin Peaks-esque, but anyhoo:
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 In that entity’s attributes set it’s name to //nmeloon// and set it to emit 1 emitter. In that entity’s attributes set it’s name to //nmeloon// and set it to emit 1 emitter.
-Set the emitter to emit class &&ObjectDestructionRefractSmall&& (refract is the heat haze effect) and select selection &&Spine2&&+Set the emitter to emit class //ObjectDestructionRefractSmall// (refract is the heat haze effect) and select selection //Spine2//
-Press @@OK@@.+Press **//OK//**.
 You can see how the entity is all hazy now. You can see how the entity is all hazy now.
  
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 ``SHIFT + ALT + S`` the emitter with it. ``SHIFT + ALT + S`` the emitter with it.
 {{ :att_xmpl_008_001.png |}} {{ :att_xmpl_008_001.png |}}
-Press @@Play Scenario@@ and shoot the entity in the face.+Press **//Play Scenario//** and shoot the entity in the face.
 It drops dead and starts refracting. It drops dead and starts refracting.
  
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 <code>this addEventHandler ["hit", {if (player in _this) then {flameon=true}}]</code> <code>this addEventHandler ["hit", {if (player in _this) then {flameon=true}}]</code>
  
-Set it to emit three particle emitters;  first two to &&BigDestructionFire&& and &&BigDestructionSmoke&&+Set it to emit three particle emitters;  first two to //BigDestructionFire// and //BigDestructionSmoke//
-Set the third to emit &&SecondaryExp&& and put in it’s @@die out@@ field 0.1+Set the third to emit //SecondaryExp// and put in it’s **die out** field 0.1
  
 This makes the emitter die fast enough to spurt out only a short burst of flames (otherwise it will loop like in the editor). This makes the emitter die fast enough to spurt out only a short burst of flames (otherwise it will loop like in the editor).
  
-By this point you probably think well this sucks, can’t see anything now because of the particles.+By this point you probably think "well this sucks, can’t see anything now because of the particles."
 No need to worry, pressing ``SHIFT + ALT + D`` disables all the emitters in the scenario in the editor. They still emit normally when previewing but will not emit in the editor until you press ``SHIFT + ALT+ D`` again. No need to worry, pressing ``SHIFT + ALT + D`` disables all the emitters in the scenario in the editor. They still emit normally when previewing but will not emit in the editor until you press ``SHIFT + ALT+ D`` again.
 With ``CTRL + ALT + D`` you can disable/enable selected emitters. Disabled emitters names turn red in 3D and on the map. With ``CTRL + ALT + D`` you can disable/enable selected emitters. Disabled emitters names turn red in 3D and on the map.
  
-Anyways, then place two men next to the barrel and set both to emit the default emitter set on selection &&spine3&&.+Anyways, then place two men next to the barrel and set both to emit the default emitter set on selection //spine3//.
 (Note that unarmored men like Competitor die faster). (Note that unarmored men like Competitor die faster).
  
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 <code>missionNamespace getVariable ["flameon", false]</code> <code>missionNamespace getVariable ["flameon", false]</code>
 {{ :att_xmpl_009_001.png |}} {{ :att_xmpl_009_001.png |}}
-@@Play Scenario@@ and shoot at the barrel. It erupts in flames and so do the two men next to it.+**//Play Scenario//** and shoot at the barrel. It erupts in flames and so do the two men next to it.
attribute_examples.1638027066.txt.gz · Last modified: 2021/11/27 15:31 by hneg