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attributes [2021/11/27 13:05] – external edit 127.0.0.1attributes [2021/11/28 07:44] (current) – [Effect] hneg
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-This is the true” Eden way of adding emitters, via an entity's attributes.+This is the "trueEden way of adding emitters, via an entity's attributes.
 Not all entity types are supported (those on which it would not make sense to have these attributes). 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. 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.
  
-So, let’s pick for example the BMP2 Wreck (Props → Wrecks → APC) and open it’s attributes. +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:+Expand the section **//Emitter 3Ditor//**, tick the **//Use object as emitter//** box and the following should activate: 
 + 
 +{{:att_xmpl_002_001.png?600|}} 
  
 ===== Use object as emitter ===== ===== Use object as emitter =====
-enable/disable the emitter attributes/emitters for the entity. If this has been activated before and the entity already has emitters set up disabling this and pressing OK will delete the emitters.+Enable/disable the emitter attributes/emitters for the entity. If this has been activated before and the entity already has emitters set up disabling this and pressing **//OK//** will delete the emitters. 
 + 
 +===== Use default emitter set ===== 
 +Enable/disable the use of the default emitter set. The tool comes with a default set of 4 emitters; fire, smoke, sparks and a light. This set can be defined to what you like in the actual Emitter 3Ditor. Only limitation is that it can not be larger than 4 emitters. But more on this later. 
 ===== Emitter count ===== ===== Emitter count =====
-The amount of emitters to insert, 1 to 5+The amount of emitters to insert, 1 to 5
 ===== Link model selections ===== ===== 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. 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 ===== ===== Link die out =====
-Same as above but for the die out timer+Same as above but for the die out timer
 ===== Follow hideObject ===== ===== 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.+Checking this box makes the emitters "followthe 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> <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.+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 "hideObjectedno need for the looping script. The loop is randomly paused between 0.3 and 1 seconds so the effect is not immediate.
 </WRAP> </WRAP>
 +
 ===== Exclude from Zeus ===== ===== 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. 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.
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 ===== Only for Zeus===== ===== 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/Zeus' here. 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/Zeus' here.
-When using multiple Zeus' separate the names with a semicolon, without any spaces: Zeus1;Zeus2;Zeus3+When using multiple Zeus' separate the names with a semicolon, without any spaces: ??Zeus1;Zeus2;Zeus3??
              
 ===== Emitter type===== ===== Emitter type=====
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 ===== Effect type===== ===== 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.+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 ===== ===== Effect =====
-The particle/light class or preset depending on Effect type selection.+The particle/light class or preset depending on **//Effect type//** selection.
              
 ===== Model selection ===== ===== Model selection =====
 A list of model selections of the selected entity. 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.+"Nonemeans 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> <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...</WRAP> 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...</WRAP>
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 ===== Particles with damage ===== ===== 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:+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//**: 
 +{{ :warn_1.png |}}
  
-Checking the "Don’t show this message againbox will disable the message from showing in the future.+Checking the //Don’t show this message again// box will disable the message from showing in the future.
  
 ===== Copy/pasting entity with emitters ===== ===== Copy/pasting entity with emitters =====
-If you wish to copy/paste an entity with the attribute emitters set <wrap em>YOU CAN NOT USE THE NORMAL COPY/PASTE</wrap> like you would normally with Eden entities. Instead you have to use the emitter cloning functionality provided by the tool: select (one of) the emitter(s) set on the entity and press SHIFT + ALT + C on you keyboard, a clone of the entity with the emitters is created in random position close to the original.+If you wish to copy/paste an entity with the attribute emitters set <wrap em>YOU CAN NOT USE THE NORMAL COPY/PASTE</wrap> like you would normally with Eden entities. Instead you have to use the emitter cloning functionality provided by the tool: select (one of) the emitter(s) set on the entity and press ``SHIFT + ALT + C`` on you keyboard, a clone of the entity with the emitters is created in random position close to the original.
attributes.1638018340.txt.gz · Last modified: 2021/11/27 13:05 by 127.0.0.1