Haydee 2 - Components Guide

Translation of the russian information made by Antales

AI

NavGraph – developed for an additional undertaking. Currently not in use.

NavMesh – part used for creating navigation meshes. Bots should not ready by themselves to navigate in a 3D area, subsequently for his or her path-finding is used a triangle-shaped grid (NavMesh) that marks the area the place bots are allowed to maneuver. NavMesh part has sub-modes for creation and manipulation with the NavMesh grid.

ANIMATION

Animation – part used for attaching animation graphs to the actor. Allows to connect an arbitrary quantity of animation graphs (.anim recordsdata), set the Root Bone from which Root Motion will likely be calculated, and it additionally permits setting the default animation department. Animation graphs animate skeleton, subsequently, with the intention to operate accurately, part Skeleton have to be hooked up to the identical actor. Skeleton within the game could be managed by Animation, or by Ragdoll. If each elements are hooked up to the actor, then Animation will management Skeleton provided that Ragdoll is about to Kinematic. For extra particulars test Ragdoll.

Bones – service part used for importing details about bones from .dskel recordsdata. Allows to arrange the bones (default place, fixes and limits) for the following skeleton compilation (.skeleton file). This part has a sub-mode for particular person bone’s settings.

Head – part used for character’s head management. The head is made out of head’s and neck’s bones and an arbitrary quantity of eyes, which, if required, could be added to the pinnacle. Head part grants monitoring to the eyes and head on prime of the lively animation. The goal for monitoring and permission for monitoring eyes and head are managed by the script’s node TrackHead. For instance, the participant’s template is about to trace this manner Camera part.

Rotate – part used for the automated actor’s rotation (or a separate actor’s part). Rotation is executed on the chosen axis the place the indicated quantity stands for levels per second.

Skeleton – skeleton’s part. Skeleton is the primary part used for animated actors. It’s required for the right functioning of different elements, equivalent to SkinMesh, Animation, Ragdoll, Socket, Outfit, Track and lots of others. All elements that use Skeleton may use part Bones, however Bones part has no implementation contained in the game code and can be utilized solely within the editor.

Transform – part that permits to file actor’s place in 3D area. Subsequently this recorded place can be utilized contained in the game for transferring actors. Reading xTransform from this part returns the recorded place.

FX

Audio – part that permits to play sounds (2D or 3D) on actor within the indicated channel (Game or Scene). Sounds on part are reproduced independently from one another. The sounds are supplied with a script node AudioPlay.

Background – part used for enjoying musical theme (background music). It hundreds a theme mechanically every time participant enters a brand new scene. If the identical theme is used already (from a beforehand loaded scene) then it continues to play it seamlessly.

Decal – part used for projecting decals on prime of the geometrical objects. Every decal makes use of a fabric to undertaking and for projection it makes use of a rectangle which sizes could be manipulated within the part’s settings. This part permits to disable particular person materials’s maps.

Emitter – part used for enjoying particles. It makes use of Particle Graph (.elements file). Particles could be performed mechanically when getting into a brand new scene or by a script’s command (Play).

Glass – part used for making glasses. Each glass is manufactured from a rectangle (part’s XZ airplane), it is measurement could be set within the part’s parameters. It is feasible so as to add a picture sample to the glass by utilizing an current Material, change Opacity settings, add reflection (Reflect) and mechanically generate physics (Collision) with the specified Thickness.

Lazer – part that’s used for imitating laser beams. It makes use of laser’s texture and it’s attainable to set most beam’s Length and colours for 2 ends. Laser at all times begins from the part’s origin and has a course of its Z axis. In the game laser beam mechanically handles obstacles.

Mirror – Mirror part is a rectangle manufactured from XZ airplane with the specified sizes. It is feasible to mechanically generate physics (Collision) with the specified Thickness. And it is usually attainable to set mirror as one or two sided.

Skybox – part used for creating skyboxes. Skybox part makes use of .cubemap file which could be generated by the skybox instrument (Tools → Skybox Create). Currently this instrument works, however is just not completed and may need some bugs.

Sound – part used for enjoying sounds. A sound could be performed as a 2D or 3D sound, and it may be performed mechanically (Auto Start) or by the script’s command Play.

Speaker – a part much like Audio and it has the identical settings however in contrast to Audio it performs one sound at a time (If a brand new sound begins taking part in the earlier will likely be interrupted). Sounds are performed by the script’s node SpeakerPlay. An instance of Speaker is the announcer voice within the shuttle from Nsola7 marketing campaign.

Sprite – a service part used within the editor for working with actors with no seen geometry. It is seen solely within the editor.

Tremor – Component used for making a shake impact of the digital camera (View). It has parameters for shake pressure (Magnitude) and radius impact (Radius). It influences View inside a sphere space.

Tremor has essentially the most magnitude on the sphere heart and it decreases whereas transferring to the sphere bounds. Outside of the sphere it is 0. If the radius is about to 0, then impact will likely be utilized to the complete scene.

GAMEPLAY

Approach – developed for an additional undertaking. Currently not in use.

Area – Component used for making interactive 3D quantity. It has settings for its measurement and bodily filters that enable to set forms of bodily objects that may work together with it. This part interacts with the node OnTouch and generates occasions OnTouch and OnUntouch. OnTouch generates occasions when an object enters the Area’s quantity if at that second there aren’t any different objects already inside it, i.e. it’s the primary object getting into the Area’s quantity. If there’s already an object within the Area’s quantity then the occasion is just not generated. OnUntouch works the identical manner however when the article leaves the Area’s quantity. I.e. it’s the final object leaving it.

Camera – a variation of view object (View). It offers to the actor a digital digital camera that’s shifted from the purpose of attachment (Operator Params). Camera could be hooked up to a skeleton’s bone and might draw a crosshair sprite on the display. Camera is manipulated by a script due to the parameters Yaw and Pitch.

Climb – part used for creating ledges which can be utilized by the participant for platforming interactions. Width units the width of the ledge, whereas Hangs determines the kind of participant’s hanging animation.

Cover – created for an additional undertaking. Currently not in use.

Dispatch – interactive quantity much like the Area. Dispatch works with the node OnDispatch and generates occasions OnEnter, OnLeave and OnDispatch. While Area works with all of the objects (of the identical group) on the identical time (inside its quantity), Dispatch works with every of them individually. Events OnEnter and OnLeave are generated for every object that enters or leaves Dispatch’s quantity individually. Period parameter establishes frequency of occasions OnDispatch. Dispatched object is handed as pInvoker parameter to the occasions.

Dot – out of date part. Not in use.

View – part used for the view object (View). Only one view object could be lively at a time (Camera is a variation of view object). This view object (its place and parameters) is used for producing the primary view within the game. View objects could be switched by the script’s node View.

GEOMETRY

CSG (Constructive Solid Geometry) part used for creation of the primary strong geometry of the scene. This part makes use of the CSG precept of merging cuboid geometry (brushes) into a lot advanced objects. It is suggested to transform CSG into CSGSolid (Build Solid). CSG has 3 submodes for working with brushes.

CSGFill – service part used within the CSG conversion course of to CSGSolid. During conversion solely seen a part of the brushes will likely be calculated. In order to make it work it’s essential to put CSGFill inside a hermetically closed area (by brushes) seen to the participant.

Cable – part for creation of cable geometry. It has submodes that enable to create and manipulate guiding factors for producing cable geometry.

Form – Form part is used for working with type assets (.type recordsdata) manufactured from ‘stretching’ geometry. This sort of geometry, due to the manipulators, permits to alter object sizes. This part has submodes for visible teams and manipulators. Materials for visible teams are set independently one from one another and have assist for UV technology.

Grass – part used for producing grass. The grass could be generated solely on prime of current Terrain. At this second Grass part is just not completed and it’s not utilized in the primary game.

Heap – part that’s used for merging a number of geometrical (and bodily) objects in a single for simpler administration. At this second it’s effectiveness could be very questionable. In the primary game it’s virtually not used. Merging geometry could be performed from the actor’s menu -> Convert To Heap.

Morpher – part used for creation of morph assets. At this second the morph system is just not completed and never used within the game.

Outfit – part that permits to handle, present and animate outfits (.outfit recordsdata). Outfits are configurable pores and skin mesh collections. For the right functioning the identical actor will need to have Skeleton part. Outfit part could be managed from the editor or by scripts.

Overlay – part used for including a secondary template and risk to take away it later. Templates are added to a digital slot that may be named by a string of textual content. If such a slot is already added to a template then it is going to be mechanically eliminated. Overlay part could be manipulated by the script’s node OverlayAttach.

Player – Special outfit part that synchronizes with the lively outfit that’s chosen by the participant from the game menu. It has no it’s personal settings. Like Outfit for proper functioning it requires Skeleton part.

SkinMesh – part used for displaying animated meshes. Animation of meshes is finished mechanically due to the Skeleton part and a particular pores and skin useful resource (.pores and skin file).

StaticMesh – part used for displaying static meshes (.mesh recordsdata).

StaticUnion – part used for displaying static unions (.union recordsdata). Unions are a group of mesh models, every unit can have its personal materials. Materials of the models are managed from the submodes.

Support – part used for producing “structure support” geometry. Geometry is generated mechanically on the guiding factors, which could be managed within the Support’s submodes. Alongside visible geometry it additionally generates physics for the assist. Physics interactions could be managed within the part’s parameters Group and Mask. Even if this geometry is just not utilized in the primary game, it might be helpful to the modders.

Terrain – part used for creating landscapes. Terrain is a XZ airplane manufactured from a polygonal grid which could be manipulated by part’s instruments. It is feasible to make use of and mix on terrain floor as much as 5 completely different supplies. Currently this part is just not accomplished and never utilized in the primary game.

INTERACTIVE

Control – part used for interacting with the enter system of the game. Control is a kind of enter object (Input). Unlike Input, by utilizing WASD keys, it permits to mechanically calculate motion vector and it generates occasions for the script’s node OnControl.

Damage – part which is used for the harm system and parameters associated to it. Damage part works with nodes from the Common/Damage teams. It additionally permits so as to add arbitrary quantity of gauges (Gauge) which give info to the script’s node OnGauge. Damage can have its personal script just like the part Director.

Director – fundamental part that comprises director’s script. Adding this part permits within the easiest option to course of actor’s occasions. A script could be hooked up as an exterior .dir file or as an inner graph (by toggling Embedded). When Persistent is toggled it’s attainable to course of occasions even when its part or its actor is Disabled.

Equipment – part used for working with gear slots. Slots have string names and permit to equip objects and course of gear occasions. Equipment generates OnEquip occasions for the indicated slot’s identify.

HUD – part for processing consumer interface occasions OnPaint. eRect parameter describes an lively space for portray, and it’s handed to OnPaint occasion.

Input – fundamental enter object. Only one enter object could be lively at a time. Input object receives info from the enter gadgets equivalent to keyboard, mouse or gamepad controller. It can present to the script ‘raw’ info by means of the nodes OnInputAxis and OnInputKey, or by means of OnControlKey, by changing to regulate keys in line with the indicated management scheme. A way more superior model of Input is Control part, which permits to mechanically course of steering vectors by means of using WASD keys.

Interactive – part used for interactive objects. Thanks to this part it’s attainable to make participant work together with interactive actors. Usually interactive actors, when inside interactive vary, will likely be outlined. In order to work accurately Interactive requires the identical actor to have a visible object (which will likely be outlined) and a bodily part (which is interacted with). During interplay with the participant Interactive part generates occasions OnPress/OnRelease/OnHold for the script’s node OnInteract. It additionally generates occasion OnApply throughout interplay with objects. Object that initiated interactions is handed to the occasions as pInvoker parameter. Interacted Item can also be handed by the mItem parameter to the occasion OnApply. It can have its personal script like Director part.

Inventory – part used for stock administration. It is feasible to set the variety of columns (Cols), rows (Rows) and toolbelt slots (Toolbelt). This part generates occasions for the script’s node OnInventory. It can have its personal script like Director part.

Item – During an actor’s creation this part permits so as to add to the actor’s stock indicated merchandise. Item is added to the Inventory part (on the identical actor), which is required for the right functioning. This part is inherited from the earlier model of the game engine. The different option to cross objects to the stock is by utilizing script’s node mGive.

Job – part for managing duties. Task (job) is an exterior script (.dir file), which is registered on the part below a string identify. For beginning a activity (and its script) it’s essential to make use of script’s node Job -> Set with the determined string identify. Task’s script is managed by the occasions OnEnter/OnLeave of the script’s node OnJob. For ending a activity it’s essential to make use of the script’s node Job -> Clear.

Properties – fundamental part for registering on actor new properties to make use of in scripts. All properties are typed. For every of them it’s attainable to set a reputation and an outline (desc). Switching between identify and outline is finished by means of the part’s menu. All elements which have their very own script enable so as to add Properties.

Scanner – part that scans the atmosphere round it is actor for detecting different actors which have a physics masks filter set to Scanner. Different forms of modules are attainable so as to add to the Scanner part, equivalent to climb edges (climbs), covers and interactive objects. Each module has its personal identify and scanner properties. Scanner part generates occasions for the script’s node OnScanner. Module scanned outcomes can be found by offering the module’s identify by means of the pin pTarget of the script’s node ScannerInfo.

Sensor – part that permits bots to see (and listen to) different objects. Object detection in a 3d area is just not a trivial activity, subsequently the engine makes use of a simplified mannequin. Thanks to the Trace part, actors have particular factors (hint factors) and people factors are scanned at a set frequency charge by the Sensor part. If even one of many hint factors is just not occluded by the scene’s geometry, then that object is marked as seen. Currently the Sensor part is ready to detect just one object that’s offered by the script’s node SensorGoal. Detection and loss occasions are generated by the script’s node OnSensor. Also for this part are generated occasions OnHear, that are initiated by the script’s node SensorSound.

Socket – part that permits to create insert factors – sockets. Sockets are created in a particular submode. Each of them has a string identify and could be hooked up to a bone. Sockets enable to “insert” into them actors from a template. Insertion is carried out by the script’s node SocketInsert by indicating socket’s identify and template (.templ file).

Spawn – part used for assigning spawn parameters to the actor. Spawn parameters will likely be used when an actor is positioned as a Dynamic. Thanks to the spawn parameters in the primary game it’s attainable to toggle within the actor’s template dodging (dodge) and platforming mechanics (climb). Parameters are attainable so as to add to Spawn like properties on the opposite elements. Spawn parameters are handed to OnActor -> OnSpawn occasion by indicating spawn parameter names used on part.

State – part used for managing actor’s states. At every time this part can have just one lively state. Each state has an exterior script linked to it (.dir file). While a state is lively, its script can course of occasions. State switching is carried out by the script’s node State with the indicated state’s identify on the part. Activate/Deactivate occasions are generated on the script’s node OnState.

Weapon – part that permits actors to make use of melee fight mechanic. Ragdolls (.ragdoll recordsdata) are used for weapon physics and are registered on the Weapon part below string names. Weapons could be enabled/disabled by the script’s node WeaponAllow by offering the weapon’s string identify. If a weapon is lively, then, animated by the skeleton, it can scan the area for locating any intersections with different bodily objects. In the masks settings it’s attainable to filter forms of objects that may work together with Weapons. During intersections with such objects occasions OnWeapon → OnStrike are generated and people objects are handed by the pTarget parameter. Skeleton part on the identical actor is required for the right functioning of this part.

LIGHT

AmbientLight – part for the essential background illumination. AmbientLight is achieved by interpolating two backlight colours: Front Color (upwards course) and Back Color (downwards course). Between two colours is realized a spherical interpolation (Slerp).

Backlight extends to the complete scene with out casting any shadows. It’s not suggested to make use of AmbientLight since there are higher choices accessible.

CascadeLight – part that imitates the daylight and it is used for the open areas. Illumination is realized downwards (Axis Y-) and it extends to the complete scene.

CascadeLight is just not meant for use inside shut environments since there’s a ceiling. It’s a main supply of sunshine and it contributes to the GI.

DirectionalLight – part that imitates directional supply of sunshine. Its rays are emitted downwards (Axis -Y) and parallel to the part. Basically it is an emitting mild airplane, which measurement could be modified within the part’s settings (Size). Depth of the illumination is determined by the parameter Height. DirectionalLight is a main supply of sunshine and it contributes to the GI.

GI – part for the superior background illumination. It was developed for changing AmbientLight and HemiLight. It mechanically captures current illumination within the atmosphere and illumination of the present objects. This part may create the media impact. Setting for the media impact are Media Color and Media Density. It is suggested to go away different parameters as they’re. All the first sources of sunshine contribute to the GI. This contribution is determined by the GI Strength parameter, which could be modified independently for every supply of sunshine. For higher illumination it’s extremely suggested to make use of this part.

HemiLight – part for the background spherical supply of sunshine. It is used for making primitive backlight illumination and it does not forged shadows. Like PointLight it emits mild radially, fading away from its heart. It’s manufactured from two colours: Color and ColorBack. In the earlier model of the engine this was the primary backlight supply. It is just not suggested to make use of, since there are extra superior forms of mild accessible equivalent to GI.

PointLight – part used for making level mild sources. At the present second it’s the primary part for making main sources of sunshine. It casts shadows, mild is emitted radially and it fades away from its heart. It contributes to the GI.

Reflection – part used for making primitive reflections and it provides a metallic impact to the metallic supplies. It represents some extent in area from which it captures a spherical view of the scene. This captured view is then used as a mirrored image for the varied supplies. It impacts the indicated radius measurement and fading away from the middle. If Global parameter is checked, then the reflection impact will have an effect on the complete scene with out fading. It’s suggested to make use of one Reflection mild per scene within the brightest a part of the scene and barely above the participant’s head.

SpotLight – part that imitates the sunshine of a flashlight. Basically it is a level mild supply restricted by a cone form and with a set course downwards (Axis Y-). SpotLight permits so as to add a texture masks, which is a picture that will likely be projected on the objects. It’s not suggested to make use of cones greater than 120 levels. Primary supply of sunshine, it contributes to the GI.

OVERRIDES

The function of those elements is to substitute one of many channels (Channel) of the indicated materials (Source) with a brand new texture that will likely be manipulated by this part. The indicated Source materials, if it is accessible on any part of the identical actor, will likely be changed. In the present construct it’s essential to put Override part earlier than the part on which alternative takes place.

OverrideSequence – part that permits at intervals to alter textures of a changed materials’s channel, making this manner a primitive animation. In the Frame Time property is about the frequency of the feel alternative, whereas Add Item is used for including new animation frames.

OverrideTitle – part that permits to rasterize textual content on the indicated materials’s channel. It has parameters for the Font Name, Font Height, alignment parameters (Align) and padding (Padding). It is suggested to make use of solely fonts positioned within the game folder. All door indicators in Nsola 7 are made due to this part.

PHYSICS

Here are gathered elements that indirectly are associated to the bodily interactions. Collision, Compound, Pawn, Physics and Ragdoll have parameters Group and Mask. Those parameters are used for filtering bodily interactions. Simplified rationalization: If now we have an object A and an object B, then they will bodily work together provided that A is within the Mask B and if B is within the Mask A.

Physical elements can be utilized in 3 states (State): static (so no place or orientation adjustments), kinematic (the article is managed by an animation, or managed externally) and dynamic (ruled by physics legal guidelines). Not all of the elements could be in all 3 states.

Collision – part that creates a fancy bodily form manufactured from polygonal grid. It makes use of an exterior bodily asset from the .collision file. It at all times stays solely in kinematic state.

Compound – part that creates a fancy bodily form manufactured from geometric primitives. It makes use of an exterior bodily asset from the .compound file. It could be in all the three states.

Pawn – part that creates bodily character. It’s manufactured from a vertical capsule with offered peak and radius. It’s a fancy part that has many parameters, inner states, it might probably transfer in area by a script and it is usually required for the logic controlling bots. Description of this part’s inner logic is out of scope of this information.

Physics – it is a service part used for creating bodily property. It has a submode that permits to govern individually with geometrical primitives, making this manner a fancy type. In case the identical actor additionally has Skeleton or Bones, this part permits to connect primitives to the bones. The important function of the Physics part is the creation of bodily property that may be exported as .compound and .ragdoll recordsdata. Although it is a service part an in-game logic is on the market for it much like the Compound.

Ragdoll – part used for managing objects with a skeleton. It makes use of an arbitrary quantity of bodily property .ragdoll recordsdata. It could be in all the three attainable states. If the identical actor has additionally Animation, then the right functioning of that actor is feasible in these circumstances:

– Ragdoll could be within the dynamic state provided that animation is Disabled, in any other case each elements will compete for the skeleton management.

– If Animation is Enabled then Ragdoll could be solely in kinematic state, during which it can passively calculate bones’ place for positioning accordingly his personal primitives in area.

Trace – part that works along with the part Sensor. It’s manufactured from factors (that may be hooked up to the bones), which is able to attempt to “see” Sensor with the intention to detect the actor’s visibility. For making such factors (hint factors) the part has a submode.

Track – part, like Trace, meant for managing a set of factors (that may be hooked up to the skeleton). It additionally has a submode for his or her creation. The distinction is that these factors can have names and can be utilized as objects by the script’s node TrackLevel. For instance all of the bots in NSola 7 are set to trace on participant a monitor level named “Tits”.

OTHER COMPONENTS

Bounds – a service part used for assigning bounds (boundaries). Developed for use by different elements. Currently not in use.

Model – a service part used for importing .dmesh recordsdata and compiling them internally to assets. It is just not attainable so as to add a Model to the actor from the menu button Add Component, But is feasible so as to add it from the primary actor’s menu Spawn -> Geometry ->Model. In this case a brand new actor with a Model part will likely be created. Model has no makes use of contained in the game and it really works solely within the editor.

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