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attribute_examples [2021/11/28 07:26] – hneg | attribute_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 // | + | * For the first emitter select Emitter type **// |
- | * For the second emitter select Emitter type // | + | * For the second emitter select Emitter type **// |
- | * For the third emitter select Emitter type // | + | * For the third emitter select Emitter type **// |
- | * For the fourth emitter select Emitter type // | + | * For the fourth emitter select Emitter type **// |
* 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. | ||
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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// | + | 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// |
Press **//OK//**. | Press **//OK//**. | ||
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Press **//Play Scenario// | Press **//Play Scenario// | ||
- | 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. | ||
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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// | ||
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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/ | + | In addition to **//Follow objectHide//** there’s another way you can control when the attribute emitter effects appear/ |
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. | ||
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=== 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&& | + | 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. | ||
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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// | ||
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< | < | ||
- | Then set it to emit two particle emitters, first one’s class to &&BigDestructionFire&& | + | 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: | ||
< | < | ||
- | Press **OK** and ``SHIFT + ALT + S`` the emitter with the trigger. | + | Press **//OK//** and ``SHIFT + ALT + S`` the emitter with the trigger. |
{{ : | {{ : | ||
Press **//Play Scenario// | Press **//Play Scenario// | ||
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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&& | + | Set the emitter to emit class //ObjectDestructionRefractSmall// (refract is the heat haze effect) and select selection |
- | 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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< | < | ||
- | Set it to emit three particle emitters; | + | Set it to emit three particle emitters; |
- | Set the third to emit &&SecondaryExp&& | + | 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). | ||
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With ``CTRL + ALT + D`` you can disable/ | With ``CTRL + ALT + D`` you can disable/ | ||
- | Anyways, then place two men next to the barrel and set both to emit the default emitter set on selection | + | Anyways, then place two men next to the barrel and set both to emit the default emitter set on selection |
(Note that unarmored men like Competitor die faster). | (Note that unarmored men like Competitor die faster). | ||