User Tools

Site Tools


attribute_examples

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
attribute_examples [2021/11/28 07:23] hnegattribute_examples [2021/11/28 07:49] (current) hneg
Line 6: Line 6:
   * 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:
Line 25: Line 25:
 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//**.
Line 34: Line 34:
 {{ :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 "he" soon 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.
  
Line 42: Line 42:
 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:
Line 75: Line 75:
  
 ===== 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.
Line 87: Line 87:
 === 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.
Line 94: Line 94:
 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.
Line 112: Line 112:
 <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 "Explosion" eventhandler. 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:
Line 125: Line 125:
  
 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.
  
Line 134: Line 134:
 ``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.
  
Line 144: Line 144:
 <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).
Line 153: Line 153:
 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).
  
Line 159: Line 159:
 <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.1638084237.txt.gz · Last modified: 2021/11/28 07:23 by hneg