Difference between revisions of "Reference"

4,602 bytes added ,  07:46, 24 December 2016
Added info on map marker flags.
imported>JBurgess
m
 
imported>Ladez
(Added info on map marker flags.)
 
(19 intermediate revisions by 10 users not shown)
Line 1: Line 1:
{{Unfinished}}
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.


Line 6: Line 7:


==Reference Data==
==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.
*'''Reference Editor ID:''' An optional text name that makes it easier to refer to this reference 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.
Line 48: Line 49:


===Leveled Actor===
===Leveled Actor===
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.
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 (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===
====Map Marker====
*'''Marker Data:''' Must be checked to enable the options below.
**'''Name:''' The name that will appear on the map when the mouse is placed over the map marker.
**'''Reputation:''' The reputation that is shown when the player hovers over the icon on the world map.
**'''Type:''' The icon that will be displayed on the map.
**'''Visible:'''
***'''ON:''' Map marker immediately visible on the player's map.
***'''OFF:''' Player must discover the map marker first before it is displayed on the map.
**'''Can Travel To:''' Requires ''Visible'' to be selected on.
***'''ON:''' Player can immediately fast travel to this location. Map icon appears white.
***'''OFF:''' Player can see the map marker, but must discover it before fast travel is allowed. Map icon appears gray.
**'''"Show All" hidden:''' May have to do with the hidden parameter on the [[ShowAllMapMarkers]] script function.


===Extra===
===Extra===
Line 55: Line 76:
*'''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:''' The distance from the Radiation Marker that starts giving the player radiation.
*'''Radiation:'''
*'''Radiation:''' The amount of Radiation given off per second by the Radiation Marker, at the location of the marker.
*'''Ammo Count:''' For weapons, the amount of ammo it contains.
*'''Ammo Count:''' For weapons, the amount of ammo it contains.
*'''Charge:''' Unused.
*'''Charge:''' Unused.
Line 63: Line 84:


===Reflected by===
===Reflected by===
Water that reflects the object.  Reflecting water may be selected by cell and object, or by directly clicking on the reference water.
*'''Reflected by ref:''' The reference water, i.e. a PlaceableWater.
*'''ID:''' The reflecting object ID.


===Refracted by===
===Refracted by===
Water that refracts the object.
*'''Refracted by ref:''' The reference water, i.e. a PlaceableWater.
*'''ID:''' The refracting object ID.


===Decals===
===Decals===
Appears to be unused/incomplete implementation by Bethesda. The reference added to the list needs to be a ''Texture Set'' that's been dragged into the render window; the Texture Set is represented by a light blue arrow, and the only place this was used was in '''Vault101b.''' However, no objects use it as a decal.


===Linked Ref===
===Linked Ref===
Line 78: Line 109:


===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 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]].)
A reference can have a parent reference, which is set in this tab. When the parent is enabled or disabled, so are all its 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]].)
 
This can be useful in instances where you are enabling or disabling a larger number of objects at once via script. You can simply enable or disable the parent, and shorten your code considerably.


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===
This refers to the color emitted by the object; most commonly (only?) used by glow effects which need to look a certain color.
If the emittance is set to using the interior light drop down list, then the color will not change. However, using the exterior light setting, the emittance will change in accordance with the daylight of the region chosen. (ie, Megaton's lights have glow effects that use an inverted daylight emittance, so they appear to turn on at night, and turn off in daylight)


===Multibound===
===Multibound===


===Navmesh Import Option===
===Navmesh Import Option===
* '''Collision Geometry:''' Generation will use the object’s havok geometry.
* '''Bounding Box:''' During generation the object’s bounding box will be imported instead of their havok geometry.
* '''Filter:''' The object will not be imported or used for generation.
* '''Ground:''' ''(likely used to tell the navmesh generator to treat the object as walkable instead of an obstacle)''
===Broadcast Range Type===
Only shown on references whose [[Talking Activator]] base objects are [[:Category:Radio Stations|Radio Stations]].
*'''Worldspace:''' Station is available at full strength throughout the worldspace and connected interiors.
*'''Connected interior cells:''' Station is available at full strength in all connected interior cells.
**Only valid for station refs in interiors.
*'''Everywhere:''' Station is always available.
*'''Radius:''' Station is available within the specified radius.
**'''Range Radius:''' Radius where the station is available.
**'''Static Percentage:''' Plays static over this percentage of the radius.
**'''Exterior Position Ref:''' For radio stations in interiors, you can select an exterior reference where the station appears to broadcast from.


==Moving References==
==Moving References==
Line 95: Line 149:
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.


==See Also==
* [[:Category:Objects|Objects]]


[[Category:Objects]]
[[Category:Building and Editing]]
[[Category:Building and Editing]]
Anonymous user