Create Objects: Difference between revisions

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:place a Asset of door, and edit the Target Name.
:place a Asset of door, and edit the Target Name.
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:[[File:IO5.png|border|824x824px]]
:Edit the Outputs of an Area Trigger.
:Name: choose the Target Name of the door. You can see a yellow line contact the Area Trigger and the Door.
:[[File:IO6.png|border]]
:Edit the Input Name, choose "Open". It means when a character Enter the Area Trigger, the door's Input is Open.
:[[File:IO7.png|border]]
:Do the same operation in the "OnTriggerExit". Let the door be Closed when a character Exit the Area Trigger.
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== '''Logic''' ==
== '''Logic''' ==


Logic objects are a series of functional capabilities.
Logic object is a series of functional capabilities. They receive input from other objects, process it, and output it to other objects.
 
=== '''Branch''' ===
=== '''Branch''' ===



Revision as of 19:16, 1 August 2023

This chapter will introduce various objects used to create scenes in GamingGrid.

Primitives

There are 6 kinds of primitives available in GamingGrid(Cone/Cube/Cylinder/Plane/Sphere/Wedge).

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Mesh Pivot

Desired Pivot
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Set where the Pivot indicator appears: center/corner/bottom

Material

choose a material texture for the primitive.
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World Align Texture: Use World-Aligned Texture Coordinates, Or Not.

U Offset & V Offset: Texcoord Offset(Horizontal & Vertical), but not available for World Align Texture.

UV Rotation: Rotate The Texture.

U Scale & V Scale: Texcoord Scale(Horizontal & Vertical)

Color 0: Multiply the base texture color. For the Neon material, this is the Neon Color.

Color 1: If material supports emission, this is the emission color multiplier(Not used by Neon Material).

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Illusionary

Illusionary(Non-Solid)has no Collisions whatsoever.

Movement Func

Simulate Primitive with movement(Rotating/Platform/Train)
Rotating:
Spawnflags:
Start On: Start rotating immediately.
Rotate Backward: Rotate in the opposite direction by default.
Rotation: X/Y/Z-Axis: Rotate around the X(Red)/Y(Green)/Z(Blue)Axis(Default).
Accel/Decel: Accelerate/Decelerate to max speed when Toggled, otherwise change speed immediately.
Max Rotation Speed: The maximum rotation speed, in degrees per second.
Rotational Friction: The amount of rotational friction. Value must be between 0 and 100%.
Blocked Damage: Damage per second to inflict to anything that is blocking movement.
Blocked Damage Type: Damage Type to use for Blocking Damage(Generic/Crush/Slash).
Outputs:
OnGetSpeed: Fired when the GetSpeed input is called. The current speed is passed with this output.
OnStarted: Fired when rotation is started.
OnStopped: Fired when rotation is stopped.
Platform:
Platform Height: Height that the platform moves.
Start At Top: Start with platform up to top height at begin play, instead of starting location.
Top Yaw Rotation: Final Yaw rotation of the platform at the top. The rotation is relative to the initial rotation,
e.g. 180 would mean when it reaches the top the platform is rotated 180 degrees from it's starting rotation.
Manual Input: Platform can only be moved by input'ManualMove'.
Platform Movement Speed: Speed that the platform moves.
Auto-Move: Start moving automatically, oscillating between top and bottom.
Auto-Move Delay: When reaching top/bottom, wait this many seconds before moving again.
Blocked Damage: Damage per second to inflict to anything that is blocking movement.
Blocked Damage Type: Damage Type to use for Blocking Damage(Generic/Crush/Slash).
Outputs:
OnStartMove: Fired when Platform starts moving.
OnStopMove: Fired when Platform stops moving.
OnReachedTop: Fired when Platform reaches the top.
OnReachedBottom: Fired when Platform reaches the bottom.
OnBlocked: Fired when Platform is blocked for movement.

Fracturable

Can this object be fractured.
Objects will always be broken in it's Y-axis direction. The Scale in the Y-axis should less than 10.
When an object break, it would remains on other objects it is connected to.
Max Durability: Damage required until glass cracks/non-glass breaks apart.
Should Respawn: Should this fracturable respawn.
Respawn Time: Time before the fracturable will respawn.
Fracture Flags: Reset to default value.
Input-Only: Ignores all damage/impact, only breaks via the break input.
Break on Touch: Break only when a player or npc touches.
Break on Physics, immediately: Break when any simulated physical object touches, immediately.
Ignore damage/impact: Ignore damage, use in conjunction with Break on touch/physics flags.

Surface Override

Override the physical surface, instead of using the actual material type. It will make them Audio different.


Demo Videos

Primitives basic operation
Primitives Movement Func
Primitives Fracturable

Interaction

I/O

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These objects can be triggered to fire outputs for other objects such as: doors, special effects, logic, etc.


Area Trigger

A type of collision box that outputs when a character makes contact with or leaves it.

Target Name:
Target Name for I/O scripting to fire inputs.
Volume Flags:
Trigger Once: Only fire once, and then destroy.
On Enter Only: Only fires "OnTriggerEnter" Output.
On Exit Only: Only fires "OnTriggerExit" Output.
Item: Don't Consume: If an item is required to activate, don't consume the item.
Start Disabled: Requires 'Input Enable' to be used to enable the volume.
Required Item: Items that need to be consumed when triggered.
Outputs:
OnTriggerEnter: This Output fires when characters makes contact the Area Trigger.
OnTriggerExit: This Output fires when characters leaves the Area Trigger.
e.g.
trigger a door open/close.
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place a Asset of door, and edit the Target Name.
Edit the Outputs of an Area Trigger.
Name: choose the Target Name of the door. You can see a yellow line contact the Area Trigger and the Door.
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Edit the Input Name, choose "Open". It means when a character Enter the Area Trigger, the door's Input is Open.
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Do the same operation in the "OnTriggerExit". Let the door be Closed when a character Exit the Area Trigger.



Jump Pad

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Info Target: Can be used as the target position of the Jump Pad.
Edit the Target Name:
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Target Name for I/O scripting fire inputs.
Jump Pad 1: A default Jump Pad asset, player can use any other asset to change it, a chair/desk for example.
Jump Pad Volume: A trigger to make characters Jump into the air.
Target Destination: Name of an Info Target to use. Velocity will be calculated automatically to reach it. Will calculate for an ARC.
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Jump Velocity: If not using a target, use this speed in the upward direction.
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Jump Sound: Sound to play when launching objects(Silent/Default/Sci-Fi)

Ladder

Ladder Type: Ladder Material Type(wood/metal).
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Player can also use some Functional Asset of Ladders.
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Ladder Height: Edit the Height to match the scenes.

Teleport

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Teleport Destination: Final position of object finish Teleport.
Target Name: Target Name for I/O scripting to fire inputs.
Override Exit Velocity: Enable the Exit Velocity.
Exit Velocity: Exit Speed; When object is teleported, additional velocity will be added towards the direction of the exit point.
Reset Exit Rotation: When object is teleported, make the object face the direction of the exit point. If false, they will have their original world rotation
Teleport Volume: A trigger to Teleport an object to another position.
Teleport Destination: Name of the teleport destination.
Teleporter1: A default Teleporter asset, player can use any other asset to change it.
Player can use these objects to make a teleport.

Demo Videos

Interaction Area Trigger
Interaction Button
Interaction Jump Pad
Interaction Ladder
Interaction Teleport


Logic

Logic object is a series of functional capabilities. They receive input from other objects, process it, and output it to other objects.

Branch

Tests a boolean value and fires an output based on whether the value is true (one) or false (zero). Use this entity to branch between two potential sets of events.


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Target Name:
The target name that other entities refer to this entity by.


Key values:
Initial value: Initial value of the branch. If you were to call "Test" input now, it would fire either OnTrue or OnFalse depending on this value.


Inputs:
SetValue: Set the boolean value without performing the comparison. Use this to hold a value for a future test.
SetValueTest: Set the boolean value and test it, firing OnTrue or OnFalse based on the new value.
Toggle: Toggle the boolean value between true and false.
ToggleTest: Toggle the boolean value and tests it, firing OnTrue or OnFalse based on the new value.
Test: Test the input value and fire OnTrue or OnFalse based on the value.
Outputs:
OnTrue: This Output fires when the stored boolean value is true (1) and the Test input is fired or when the stored boolean value is set to true (1) by either the SetValueTest or ToggleTest inputs with parameter value 1.
OnFalse: This Output fires when the stored boolean value is false (0) and the Test input is fired or when the stored boolean value is set to false (0) by either the SetValueTest or ToggleTest inputs with parameter value 0.


Compare

It examines the relationship between two numbers ("value" and "compare value"), and fires appropriate output(s).


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Target Name:
The target name that other entities refer to this entity by.


Start Disabled:
Start in Disabled State.


Compare Value:
The value to compare against.


Initial Value:
Initial value for the input value.


Inputs:
SetValue: Set the value that will be compared against the compare value. SetValueCompare: Set the value that will be compared against the compare value and performs the comparison. SetCompareValue: Set the compare value. Compare: Force a compare of the input value with the compare value.
Outputs:
OnLessThan: Fired when the input value is less than the compare value. Sends the input value as data.
OnEqualTo: Fired when the input value is equal to the compare value. Sends the input value as data.
OnNotEqualTo: Fired when the input value is different from the compare value. Sends the input value as data.
OnGreaterThan: Fired when the input value is greater than the compare value. Sends the input value as data.


Math Counter

It stores and manipulates a numerical value. It can trigger on reaching user-defined maximum or minimum values, or output its value every time it changes. It also has the ability to perform simple mathematical functions. When the math_counter is disabled, it will become read-only until re-enabled.
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Target Name:
The target name that other entities refer to this entity by.
Start Disabled:
Start in Disabled State.
Key Values
Starting Value: Set the initial value at run-time using the entity's SetValue input. For example, from a logic_relay using its OnSpawn output.
Minimum Value: Minimum legal value for the counter. If min=0 and max=0, no clamping is performed.
Maximum Value: Maximum legal value for the counter. If min=0 and max=0, no clamping is performed.
Clamp Min: Enable Clamping to the Minimum Value.
Clamp Max: Enable Clamping to the Maximum Value.
Outputs:
OnChange: Fired when the counter value changes.If the Target Input's parameters is left empty, the math_counter's value is used.
OnHitMin: Fired when the counter value meets or goes below the min value. The counter must go back above the min value before the output will fire again.
OnHitMax: Fired when the counter value meets or exceeds the max value. The counter must go below the max value before the output will fire again.


Multi Compare

Compares a set of inputs to each other. If they are all the same, fires an OnEqual output. If any are different, fires the OnNotEqual output.
This entity has an internal list of integers that it has received from any inputValue input's. Any values sent to this entity, must be sent as an integer or boolean because "if it can't be converted" the entity will "just throw it away" (Source Code comment from dev's). Currently, there is no way to clear this 'list', so the entity is not reusable.


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Target Name:
The target name that other entities refer to this entity by.


Key Values:
Integer Value (optional): Initial integer value.
Should use Integer Value: If set, compare inputs against Integer Value.


Outputs:
OnEqual: Fires if the values are equal (!activator is the activator)
OnNotEqual: Fires if the values are not equal (!activator is the activator)


Random Outputs

It randomly fires one of up to eight separate outputs. Use logic_case in older engine branches or if you need twice as many outputs.
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Target Name:
The target name that other entities refer to this entity by.
Start Disabled:
Start in Disabled State. Stay dormant until activated (with theEnableinput).
Flags:
Remove On Fire: destroy self; fire outputs only once until level reset.
Allow Fast Re-trigger: If false, ignore InputTrigger until the highest FireDelay value time.
Key Values:
OnTrigger1 Chance to OnTrigger8 Chance: Chance (from 0 to 1) of the OnTrigger1-8 output firing when this entity is triggered.
Outputs:
OnTrigger1 to OnTrigger8: This output has a chance to fire when the entity is triggered.


Timer

It fires an output at regular or random intervals. It can optionally alternate between a "high" and a "low" output.


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Target Name:
The target name that other entities refer to this entity by.


Start Disabled:
Stay dormant until activated (with theEnableinput).
Key Values:
Use Random Time: Makes the entity fire at random intervals. Range of values is restricted by the next two KVs.
Minimum Random Interval: If "Use Random Time" is set, this is the minimum time between timer fires. The time will be a random number between this and the "Maximum Random Interval".
Maximum Random Interval: If "Use Random Time" is set, this is the maximum time between timer fires. The time will be a random number between the "Minimum Random Interval" and this.
Fire Interval: If "Use Random Time" isn't set, this is the time between timer fires, in seconds. Make sure output delay times are less than this value.
Flags:
Oscillator: alternates between OnTimerHigh and OnTimerLow outputs.
Fire Once: Fire Once When timer is reached, you must call ResetTimer to start over.
Outputs:
OnTimer: Fired when the timer expires.
OnTimerHigh: Fired every other time for an oscillating timer.
OnTimerLow: Fired every other time for an oscillating timer.

Demo Videos

Lights

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Point Light

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Start On: If there is no Target Name and this light is OFF, it will not be saved.
Light Color: Select Color of Lights.
Light Intensity: Edit the light intensity.
Source Radius: Light Source Radius.
Source Length: Light Source Length.
Cast Shadows: Lights that cast shadows are the most expensive. Too many overlapping shadow-casting lights will harm performance.
Attenuation Radius: Light Attenuation Radius; Light will fade intensity over this distance.
Fade In/Out Time: Time it takes for light to Fade In or Out when InputTurnOn/InputTurnOff is fired.
Light Style Preset: Select a Style Preset. If a preset is used, the framerate is always 10FPS.
Custom Light Style: Custom Style string. It is ignored if preset is selected above.
Light Style FPS: Default to 10, Max of 40. Determines the rate at which the style is updated.

Rect Light

Start On: If there is no Target Name and this light is OFF, it will not be saved.
Light Color: Select Color of Lights.
Light Intensity: Edit the light intensity.
Barn Door Angle & Barn Door Length
Cast Shadows: Lights that cast shadows are the most expensive. Too many overlapping shadow-casting lights will harm performance.
Attenuation Radius: Light Attenuation Radius; Light will fade intensity over this distance.
Fade In/Out Time: Time it takes for light to Fade In or Out when InputTurnOn/InputTurnOff is fired.
Light Style Preset: Select a Style Preset. If a preset is used, the framerate is always 10FPS.
Custom Light Style: Custom Style string. It is ignored if preset is selected above.
Light Style FPS: Default to 10, Max of 40. Determines the rate at which the style is updated.

Spot Light

Start On: If there is no Target Name and this light is OFF, it will not be saved.
Light Color: Select Color of Lights.
Light Intensity: Edit the light intensity.
Source Radius: Light Source Radius.
Source Length: Light Source Length.
Cast Shadows: Lights that cast shadows are the most expensive. Too many overlapping shadow-casting lights will harm performance.
Attenuation Radius: Light Attenuation Radius; Light will fade intensity over this distance.
Inner Cone Angle & Outer Cone Angle
Fade In/Out Time: Time it takes for light to Fade In or Out when InputTurnOn/InputTurnOff is fired.
Light Style Preset: Select a Style Preset. If a preset is used, the framerate is always 10FPS.
Custom Light Style: Custom Style string. It is ignored if preset is selected above.
Light Style FPS: Default to 10, Max of 40. Determines the rate at which the style is updated.

Demo Videos

Lights

Assets

Mesh Variant

Static Prop Mesh Variant, some asset's mesh can be edited.


Skin

Static Prop Skin, some asset's skin can be edited.


Masked Color

Change color of masked part of mesh.


Emission Color

Custom emission color.


Emission Scale

Custom emission scale.
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Spline

Assets that can repeat infinite distances with one Static Mesh and can bend with multiple endpoints.
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When you select the spline asset, you can see and left-click the endpoint.
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The endpoint can move in 3 directions like other objects.
The mesh can be lengthened or shortened along the X axis.
The height of the endpoint can be adjusted along the Z axis to make a slope.
You can add points by right-clicking on the spline.
The new point can also be edited in three directions.
More points on the spline can help you edit more complex shapes.


Misc

Text Render
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Floating Text: Text to Display.
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Text Color: Color of the Floating Text.
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Text World Size: World Scale of the Text.


Tutorial
These assets are used to help you make the Tutorial Base.
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Others

Simulate Physics: Enable Physics Simulation on this Static Mesh.


No collision: No Collision (Not-solid) by default.


Demo Videos

Misc