Editing Reference
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A reference is an instance of an [[:Category:Objects|object]] that has been placed in the [[Render Window|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. | A reference is an instance of an [[:Category:Objects|object]] that has been placed in the [[Render Window|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. | ||
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==Reference Data== | ==Reference Data== | ||
*'''Reference Editor ID:''' An optional text name that makes it easier to refer to this | *'''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". | *'''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. | *'''Encounter Zone:''' What [[Encounter Zone]] is this reference attached to? This is important only for leveled containers, NPCs and creatures. | ||
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Only shown on references whose base objects are [[LeveledCreature|leveled creatures]] or [[LeveledCharacter|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. | Only shown on references whose base objects are [[LeveledCreature|leveled creatures]] or [[LeveledCharacter|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 | *'''Easy:''' 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 | *'''Medium:''' 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 | *'''Hard:''' 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 | *'''Boss:''' 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 | *'''None:''' A random entry equal to or below the calculated level will be selected. | ||
===Extra=== | ===Extra=== | ||
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*'''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. | *'''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. | *'''Health:''' For weapons and armor, this sets the current health of the object relative to it's maximum health. | ||
*'''Radius:''' | *'''Radius:''' | ||
*'''Radiation:''' | *'''Radiation:''' | ||
*'''Ammo Count:''' For weapons, the amount of ammo it contains. | *'''Ammo Count:''' For weapons, the amount of ammo it contains. | ||
*'''Charge:''' Unused. | *'''Charge:''' Unused. | ||
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===Reflected by=== | ===Reflected by=== | ||
===Refracted by=== | ===Refracted by=== | ||
===Decals=== | ===Decals=== | ||
===Linked Ref=== | ===Linked Ref=== | ||
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===Enable Parent=== | ===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 | 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. | 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=== | ===Emittance=== | ||
===Multibound=== | ===Multibound=== | ||
===Navmesh Import Option=== | ===Navmesh Import Option=== | ||
==Moving References== | ==Moving References== | ||
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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. | 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. | ||
[[Category:Objects]] | |||
[[Category:Building and Editing]] | [[Category:Building and Editing]] |