Continents And Scripts
Continents
Continents can be compared to layers or groups of units. Every Unit has to be part of a continent, but can be assigned to a different continent at any point.
By default every level has a continent called “world” and “editor_only” and more can be created to group up and organize Units however you like. You could for example make a new continent dedicated to only collisions.
Continents with the “Editor Only” setting on will only show the Units from it when in the editor. Loading the level through Crime.net will not load them.
Create a new continent by pressing the “plus” icon on the header.
- Toggle Visibility will hide and show every unit in the continent.
- The “Plus” button will create a new script for elements.
- Select All will select every unit from the continent.
- In the continent settings you can rename it and toggle if it should only be loaded in the editor.
- Delete all units will clear the continent of all units.
- Remove continent will delete the continent and all units in it, as well as every script and elements connected to it.
Scripts
Scripts are similar to continents, but for Elements. Elements have to be part of a script and can be assigned to a different script at any point. They can only interact with other Elements that are in the same script, not with Elements from other scripts. The only exception is the ExecuteInOtherMission Element, which can execute every element no matter what script it belongs to.
Scripts are part of continents, so you create new scripts by pressing the “plus” button on the continent you want to add the script to.
- Select All will select all elements from the script.
- Rename Script lets you give it a new name.
- Delete All Elements will clear the script of all elements.
- Remove Script deletes the script and all elements from it.
Current Continent and Current Script refer to the continent and script you’re currently editing. Spawning new units and elements will automatically place them in there.