WorldBuilding/MissionEditor/SimGroups
From TDN
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[edit] IntroductionSimGroups are groups within your mission that contain a datablock's data or are used to regroup models together. They effectively act as folders within your mission. The MissionEditor's Inspector view will view a SimGroup as a folder in which you may place things in. [edit] Creating a SimGroupThe basic SimGroup is as simple as shown below and can be added manually to your mission through any text editor.
new SimGroup(ReplaceMe) {
}
Generally to add a new SimGroup one would go to the MissionEditor's Creator (F4), follow Mission Objects > System > SimGroups; you will find a new SimGroup. You will notice that this SimGroup will be created in the mission's parent SimGroup named 'MissionGroup'. This is the general workflow for SimGroups, if you follow that simple process you will be able to organise your missions into something clear and interchangeable between team members. Place specific models or triggers, or a whole SimGroup dedicated to a specific areas of your mission. Here is an example of a SimGoup for the Spawn points:
new SimGroup(PlayerDropPoints) {
new SpawnSphere(Player2) {
position = "16.3471 -55.9326 352.615";
rotation = "-0.0151939 -0.014954 -0.999773 89.1012";
scale = "0.940827 1.97505 1";
nameTag = "Player2";
dataBlock = "SpawnSphereMarker";
radius = "10";
sphereWeight = "1";
indoorWeight = "1";
outdoorWeight = "1";
locked = "false";
lockCount = "0";
homingCount = "0";
};
new SpawnSphere(Player1) {
position = "-7.26704 -55.9326 352.615";
rotation = "0.00917819 -0.00953892 0.999912 92.2132";
scale = "1 1 1";
nameTag = "Player1";
dataBlock = "SpawnSphereMarker";
radius = "10";
sphereWeight = "1";
indoorWeight = "1";
outdoorWeight = "1";
};
};
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Categories: Art | TGE





