Difference between revisions of "Reference"
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===Reflected by=== | ===Reflected by=== | ||
Water that reflects the object. | |||
*'''Reflected by ref:''' The reference water, i.e. a PlaceableWater. | |||
*'''ID:''' The reflecting object ID. | |||
===Refracted by=== | ===Refracted by=== |
Revision as of 17:18, 19 December 2008
A reference is an instance of an object that has been placed in the Render Window. Each object can have multiple references (the count of references is displayed in the Object Window). If any of the properties of an object are changed in the Object Window, all its references are also changed in-game. However, references also hold some data that is unique to them. The simplest example is the position data. It's unique for each reference, and is not stored with the object information in the Object Window.
If you double click on an object in the Render Window, you will see the reference data. Different types of objects have different reference data on their references. Different references of the same object can be set differently.
Reference Data
- Reference Editor ID: An optional text name that makes it easier to refer to this object in scripts and from other places in the editor.
- Base Object: The base object that this reference points to can be changed by clicking "Edit Base".
- Encounter Zone: What Encounter Zone is this reference attached to? This is important only for leveled containers, NPCs and creatures.
Reference Data Flags
- Persistent Reference: This must be checked for the reference to be used in a script.
- Turn Off Fire:
- No AI Acquire: AI will not attempt to pick up containers or objects marked with this flag.
- Initially Disabled: The reference starts as "not there" in the world and must be enabled through game actions.
- Hidden From Local Map:The reference will not be displayed on the local map.
- Inaccessible: Only applies to doors. If checked, the door will be inoperable and will show "Inaccessible" when rolled over. This overrides any lock level setting on the door.
- Open by Default: Only applies to doors. If checked, the default state for the door is open.
- Motion Blur:
- Casts Shadows:
- Visible when Distant: The reference is visible beyond the settings made in the Video Options screen.
- High Priority LOD:
- Reflected by Auto Water:
- Refracted by Auto Water:
- Ignored by Sandbox: Check this box to prevent Sandboxing NPCs from attempting to use this reference. Useful for furniture and idle markers.
Reference Data Tabs
3D Data
The X, Y, and Z position and rotation values are displayed and can be directly edited. The scale of the reference relative to the base object can be adjusted as well.
- Test Radius: Entering a value in this field will cause a radius to be displayed around the reference in the Render Window. This is useful when trying to figure out distances for packages and scripts.
Patrol Data
Only available on markers and furniture. Used to specify how long a patrolling actor stays at this patrol point, and a dialogue topic to say when they arrive.
Teleport
Only available on doors. This reference can be linked to another door reference anywhere in the world. The link is bidirectional. The other door reference is automatically set to point back to this door. Setting a teleport also creates a yellow teleport marker at each door. This is where the teleported actor will be placed.
Lock
Only available on containers and doors. You can set the lock level, whether or not it is leveled, and the key. A leveled lock start with the specified lock level when the player is level one. As the player rises in level, the lock will get harder.
Ownership
The NPC or Faction that owns the object can be specified. For Factions, it can be restricted to a minimum rank.
Merchant Container
Only meaningful for NPCs that buy and sell. Points to the container where items they buy will be placed. This prevents the player from burdening the NPC to the point where he can't move.
Leveled Actor
Only shown on references whose base objects are leveled creatures or leveled NPCs. It specifies a level setting for the reference, which uses the reference's Encounter Zone to determine which base actor to use. If there is no encounter zone, which is common in the wasteland, the player's level is used.
- Easy (Green): The level of the reference is set to 50% of the calculated level. All entries in the leveled list at or below that level are available.
- Medium (Yellow): The level of the reference is set to 75% of the calculated level. Only the closest entry in the leveled list, without exceeding the value, will be selected.
- Hard (Orange): The level of the reference is set to 125% of the calculated level. Only the closest entry in the leveled list, without exceeding the value, will be selected.
- Boss (Red): The level of the reference is set to 200% of the calculated level. Only the closest entry in the leveled list, without exceeding the value, will be selected.
- None (White): A random entry equal to or below the calculated level will be selected.
Marker Data
Extra
A collection of miscellaneous values used by a wide variety of object types.
- Count: The number of objects represented by the reference. For example, a single arrow reference can be five arrows. When the player drops multiple items of the same type, only one physical object is shown on the ground.
- Health: For weapons and armor, this sets the current health of the object relative to it's maximum health.
- Radius:
- Radiation:
- Ammo Count: For weapons, the amount of ammo it contains.
- Charge: Unused.
- Time Left: Unused.
- Soul: Unused.
Reflected by
Water that reflects the object.
- Reflected by ref: The reference water, i.e. a PlaceableWater.
- ID: The reflecting object ID.
Refracted by
Decals
Linked Ref
A reference can have a linked reference, which is set in this tab. Chains of linked references are commonly used to set up patrols (see Patrol Package). They can also be useful for scripted purposes (see GetLinkedRef).
Activate Parents
A reference can be set up to have one or more Activate Parents. These are references which will "pass on" an activation to this reference when they are activated.
- Delay: The number of seconds between the parent activation and this reference's activation.
- Parent Activate Only: If this is checked, this reference can ONLY be activated by an Activate Parent -- direct activation (e.g. by the player) will not be possible.
Enable Parent
A reference can have a parent reference, which is set in this tab. When the parent is enabled or disabled, so are all it's children. If the Set Enable State to Opposite of Parent box is checked, then the reference is enabled when the parent is disabled and vice versa. Parent relationships are also used by trigger/trap references and other generic related objects. (See GetParentRef.)
Note that references with an enable parent cannot be disabled/enabled independently of their parent -- their disable/enable state is always determined by their enable parent.
Emittance
Multibound
Moving References
To move references from one space to another:
Select the references you want to move in the Render Window. Use Ctrl+C to copy the refs. This will put everything you want to move on the clipboard (just like it does for a paste). Then load up the area you want to move the refs to and hit Ctrl+M to move them to the new space. You will get a confirmation message box before the operation is performed. Once you confirm the move, the original refs and anything tagged to them will be moved to the new location. If a collection of refs is moved at once, they maintain their orientation and spacing (just like they do in a paste). Ctrl+V still performs a normal paste operation.
When moving, make sure you use Ctrl+C to copy and not Ctrl+X to cut to get the refs to the clipboard. Ctrl+X will mark the refs as deleted, and while the Move operation will attempt to clear this flag, any links to the reference may have already been broken by the original delete.