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group_object

Group Object


Description

This Level Object is used to organize the Layout Scene Manager and easily modify all objects in the Group. It can be used to load objects based on Level Feature Tags, Themes, Game Mode, or random roll.

Location

Right-click on an empty space in the Layout Scene Manager and choose Group from the list.

Properties

NAME TYPE DESCRIPTION
CHILD RANDOMIZATION
CHOICEstringControl what child objects the Group will load when loading the level.
* All: All objects in the Group will be loaded.
* Random Chance: Random chance for the sub-Groups to load based on the percentage specified by the “Randomization” property on each sub-Group.
* Weight: Load the number of sub-Groups specified by the “Number” property based on the weight specified by the “Randomization” property on each sub-Group.
NUMBERintIf “Choice” is set to “Weight” this is the number of sub-Groups to load. A Group will not be picked twice.
LEVEL FEATURE TAGS
NO TAG FOUNDboolIf True the Group will only be created if a Layout/Layout Link Object has no Level Feature Tag specified in its load.
TAGstringThe Level Feature Tag that will be associated with this Group.
POSITION
POSITIONCVector3Position by X,Y,Z world coordinates.
PROPERTIES
CLASSstringSpecifying a class will make this Group always show.
DIFFICULTY MODEstringIf the difficulty mode is set, this Group and its children will only appear in that difficulty mode.
DUNGEONstringThe Group and its child objects will only appear in the specified Dungeon.
DYNAMICboolIf True the Group will position its child objects as well as set them visible.
LEVEL UNIQUEboolIf True the Group and its children can only load a single time or be chosen a single time on level load.
NO ROOMPIECE COLLISIONboolRoom Pieces within the Group will have no collision.
VISIBLEboolSet all the Group's children visible or not.
VISIBLE IN EDITORboolSet all the Group's children visible or not in the editor. Will be ignored when playing in the editor. Doesn't save.
QUEST
ACTIVEstringThe Group will only be visible if the specified Quest is active.
ACTIVE OR COMPLETEstringThe Group will only be visible if the specified Quest is active or complete.
COMPLETEstringThe Group will only be visible if the specified Quest is complete.
NOT ACTIVE OR COMPLETEstringThe Group will only be visible if the specified Quest is not active or complete.
NOT COMPLETEstringThe Group will only be visible if the specified Quest is not complete.
SHOW IN GAME MODES
GAME MODEstringControls what game modes the Group will appear in.
THEMES
ACTIVE THEMESintThemes that must be active for this Group to load.
DEACTIVE THEMESintThemes that must not be active for this Group to load.
WEIGHT OR RAND AS CHILD
RANDOMIZATION intIf “Choice” is set to “Random Chance” this value ( a number between 0 - 100 ) is used as the percentage for the Group. If “Choice” is set to “Weight” this value is used as the weight for the Group.

Input Events

  • Show
    • Set all objects in the Group to be visible.
      • Any Room Pieces in the Group must have “Bake” set to False to behave properly.
  • Hide
    • Set all objects in the Group to be invisible.
      • Any Room Pieces in the Group must have “Bake” set to False to behave properly.
  • Collidable
    • Set all objects in the Group to be collidable.
      • Any Room Pieces in the Group must have “Bake” set to False to behave properly.
  • Not Collidable
    • Set all objects in the Group to not be collidable.
      • Any Room Pieces in the Group must have “Bake” set to False to behave properly.

Output Events

  • On Visible
    • This event will fire when the Group receives a “Show” Input event.
  • On Invisible
    • This event will fire when the Group receives a “Hide” Input event.

Reference

group_object.txt · Last modified: 2015/10/19 09:13 by anarch16sync