The entity will start at a random position within the radius. X goes from West to East, Y from South to North and Z is height above terrain. The variable 'this' refers to the affected object. In multiplayer, it is called on every machine and for each player who joins in the progress. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables.Įxpression called upon at start. Can contain only letters, numbers and underscore. Can be changed only to another type of the same side,Į.g., you can change BLUFOR Car to BLUFOR Helicopter, but not to OPFOR Car or a Prop. The property can be retrieved from the tables below. Use the following sections to return the scenario attribute values. To return a specific scenario attribute value use get3DENMissionAttribute. Scenario attributes can be set with the following commands. Scripted systems can access them as well, giving you an ability to write some automated systems. Using commands setPos or setOvercast would seemingly achieve the same, but without permanent effect - the changes wouldn't be visible next time the scenario is loaded.Ī scenario designer is not the only one who can modify attributes. Setting position attribute of an object will move it to the given position, and adjusting _IntelWeatherStart_ attribute will change the weather. When an attribute is changed, the functionality attached to it is also performed. Some are also edited directly, like position when dragging entities around. Most commonly, the scenario designer can edit them using Attributes window available after double-clicking on an entity. Instead, the editor is using attributes to store all entity and scenario settings. While Eden Editor Workspace behaves like a normal scenario and it is possible to modify entities using existing commands (e.g., setPos), such changes would be invisible for the editor and not saved to the scenario file.
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