Cel Overlay Interface
From Blender2crystal
Contents |
[edit] Introduction
The cel interface allows setting some cel related stuff. Has several sections each of them centered around some aspect of entity creation.
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Entity: Set entity state of an object and most important or general options.
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Propclass: Define what property classes you want in the entity.
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Entity Template: Set entity template file and its user settable properties.
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Quest: Add quests to the entity, and set variables for them.
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Timer and Trigger: Add different timers and triggers to the entity.
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Behaviour: Add behaviour and see callbacks it will receive.
[edit]
Entity
Here you can set the entity state for objects, and some other important properties. You will only see this tab in the cel section until you set the object as an entity.
[edit] Entity state
There are three properties that control wether the object will export entity information:
- entity: this is the basic property to use when you want an entity.
- template: use this to export also a template that allows making other entities like this. if entity is not set only the template will be exported, otherwise both the template and an entity that uses it will be created.
- player: set this object as the player. only one player should be set, and it is required to run maps for cel with blender2crystal.
[edit] Entity template file
Use this if you want to use a hand (or otherwise) made entity template for the entity.
If this is set the entity template tab (
) will also be available to set further info.
[edit] Behaviour
Use this to set a behaviour for the object.
Allows creating new behaviours, and selecting from the following sources (in this order):
- user defined scripts folder for the map (scriptsdir in blender2crystal world ui)
- blender text window
- b2cs provided behaviours
If this is set the behaviour template tab (
) will also be available to see information from the behaviour.
[edit] Other properties
Use living and anchor as documented by their own help. In general living is for entities that can die, and anchor for moving platforms you want to be able to carry the player around.
[edit] PcProperties
PcProperties are a special kind of properties you can add to an entity.
They live within a pcproperties pcclass, which will automatically be created when the object has any pcproperties set.
PcProperties are useful in case you want to add user (or programmer) defined variables that will control the entity, you can add as many of these as you want by using the *add* button.
[edit]
Property classes
From this window you can add property classes to the entity, and set useful properties or actions for them.
Note that the property classes you indicate here could not be the only ones in the final entity. Blender2crystal can add property classes automatically for things like physics and triggers, and also behaviours can create property classes in the entity.
Each property class has a number of properties for tweaking its behaviour, and also can call actions on them for triggering different behaviour.
[edit]
Entity Template
The entity template is a file written in cel xml world definition format, that defines a basic set of property classes and/or behaviour for your entities. Using entity template files is not required, but you might find them convenient.
Note this is for a template file *used* by the entity, not for using when you want to actually generate a template, for this check the main entity ui (
).
This piece of the interface allows setting variables detected in the entity template file selected.
Note if you delete the template assigned here you will have to go back to the main entity ui to add it again.
[edit]
Quest
A quest is a fragment of interaction written in xml, that uses states, triggers and rewards as its base language. Nice thing with quests is you can add as many as you want to entities, thus allowing for making and assigning useful interaction templates.
The interface allows adding quests to the entity by using the add quest button, and thus deleting them by using the red crosses to the left of the quest file names.
For each quest, ui allows assigning user settable variables detected. To select the quest to assign variables to: either click on a quest name or right click on the name of the quest shown as selected.
You will see all variables available for selected quest at once. Note the values in parenthesis are defaults provided in the quest. It is usually required to set all variables that do not carry defaults or the quest might not function properly.
You can also access a full fledged quest editor by clicking on the "open editor button", but that is covered on a separate document (Quest Editor).
[edit]
Timer and Trigger
[edit] Triggers
Triggers are conditions based on geometry on which an entity will provoke an event, this event can then be used by behaviours or quests to make a reaction.
Usually you will assign triggers to areas where something should happen, to doors, buttons....
Most triggers will not move with your entity unless you set follow to true.
Note all trigger properties will provoke a pctrigger property class to be added to your entity.
Check the behaviour tab (
) to see the callbacks behaviour will get by activating triggers.
[edit] Timers
Timers are timed events that you can set so you can make interaction. Basically you will use the timers to program some periodic or by frame action to happen with your behaviour.
Note all timer properties will provoke a pctimer property class to be added to your entity.
Check the behaviour tab (
) to see the callbacks your behaviour will receive by activating each timer.
[edit]
Behaviour
Here you can change/delete the behaviour and also check for callbacks the behaviour will receive depending on the various properties you might have assigned to your entity.
This is useful so you can then program appropiate responses. This tab will be made more useful in the future.

