Mission Elements
Common: Main
Common parameters used by all elements to allow them to interact with each other in intelligent ways.
Field | Type | Values | Usage |
---|---|---|---|
Editor Name | string | Dev-friendly name to ease element identification | |
Editor Color | string | Custom Dev-friendly colour to ease element identificaion | |
Script | string (scripts) | Any scripts made in the current level. | A grouping of elements within a level that cannot interact with elements in a different script. Used for ease of organisation. |
Trigger Times | Integer | <0 | The amount of times this element can be executed before disabling itself. Set to 0 to never disable |
Base Delay | Float | <0 | Has the element wait this long (in seconds) before performing behaviours as a result of being executed. |
Base Delay Rand | Float | <0 | Adds a random time deviation (in seconds) to the Base Delay . |
Enabled | Boolean | true, false | Sets if this element should be executable. Will not do anything or use up Trigger Times if this is false . |
Execute On Startup | Boolean | true, false | Sets if this element should be executed as soon as a heist starts (the host loads the heist in the loadout screen). Important! Only one elementMissionScript should have this set to true per Script! |
Manage On Executed List(elements) | List (Elements) | Any element but self | A list of elements that will be executed when this element is triggered. May have individual delays set on each element that are added on top of each elements' existing Base Delay . Depending on this element's behaviour it may execute either all of these elements simultaneously, or one of them randomly. |
Common: Transform
Common parameters used by all elements to allow them to be positioned in the world.
Field | Type | Values | Usage |
---|---|---|---|
Position | Vector3(float x,float y,float z) |
The position of this element in the world. | |
Rotation | Vector3(float y,float p,float r) |
The rotation of this element in the world. |
Mission Script
A Basic element used for sorting and organising your logic.
Behaviour
Element behaviour on execution: | Element executes on event: |
---|---|
Triggers the element | Executed by another element. Executes every element on list simultaneously |
Common Element components
Common: Main
Common: Transform
Spawn Enemy Dummy
A location where an enemy can be spawned on demand. Can be used in combination with Spawn Enemy Group
to define the location of enemy spawn points during assaults.
Behaviour
Element behaviour on execution: | Element executes on event: |
---|---|
Spawns an enemy defined in enemy . Uses a random Orientation Element if defined, otherwise spawns at the location of this element. The enemy will immediately play the animation defined in Spawn Action . |
Executed by another element (confirm?). Executes every element on list simultaneously. |
Spawn Enemy Dummy
Field | Type | Values | Usage |
---|---|---|---|
Manage Orientation Elements List(elements) | List (Elements) | Any Element | Define locations other than the location of this element to spawn enemies on execution. Ideally should be one or multiple elementMissionScript elements. |
Enemy | String (units) | An enemy unit | Selects what unit the spawned enemy should use. The unit defines the enemy's appearance, health, damage, and some behaviour. This is overridden by enemies spawned via an assault. |
Participate To Group Ai | Boolean | true, false | Defines if the enemy should take part in the assault if the enemy was manually spawned by executing this element. If this is disabled, the enemy will not hunt for the player or flee. |
Spawn Action | String (animations) | Dropdown | The animation that this enemy will act out when spawned either manually or during an assault. |
Interval | Float | <0 | Prevent the element from spawning another enemy for this long (in seconds) as a result of being executed. |
Voice | WIP | WIP | WIP |
Accessibility | WIP | Dropdown | WIP |
Force Pickup | String (pickup units) | Dropdown | WIP |
Team | String (relationship teams) | Dropdown | Forcibly sets the enemy's team. The team defines who this enemy will shoot at, and be shot by. |
Common Element components
Common: Main
Common: Transform
Spawn Enemy Group
Contains a collection of Spawn Enemy Dummy
elements. Can be used to spawn multiple enemies conveniently and apply some broad changes to them. Can also be used to earmark locations for squads part of an assault to spawn.
Behaviour
Element behaviour on execution: | Element executes on event: |
---|---|
Spawns an enemy at each Spawn Enemy Dummy listed in Manage elements list , spawning at the location of each element. The enemy will immediately play the animation defined in each Spawn Enemy Dummy 's Spawn Action . |
Executed by another element (confirm?). Executes every element on list simultaneously. |
Spawn Enemy Dummy
Field | Type | Values | Usage |
---|---|---|---|
Manage Elements List(elements) | List (Elements) | Any Element | Define multiple Spawn Enemy Dummy elements that this element will spawn on execution. |
Spawn Type | Dropdown | Dropdown | WIP |
Ignore Disabled | Boolean | true, false | If false, the element will not spawn enemies at any Spawn Enemy Dummy that is marked as disabled. |
Amount | Integer | <0 | The animation that this enemy will act out when spawned either manually or during an assault. |
Team | String (relationship teams) | Dropdown | Forcibly sets the enemy's team. The team defines who this enemy will shoot at, and be shot by. |