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Overview

Environment entities can be used to give more immersion and realism to levels. Things such as Rain, Lightning, Tornadoes, Ripple Generators and others can be used.

DoorPanel

See Door Panel for more information.

LightningArc

See Lightning Arc for more information.

MineField

ParameterDescription
Usable 
UseMessage 
LookupName 
Scannable 

Rain

See Rain for more information.

Shake

Earthquakes or screen shakes are activated using the Shake entity. Drag and drop the shake entity into your level (the entity itself is visible only in editing mode).

The Shake entity is enabled or disabled via Flow Graph. Simple add the entity to a graph then trigger enable/disable.

Parameter
Description
ShakeSpecifies the amount of shaking.
RadiusSpecifies the radius around the entity in which the shake effect should happen.

SmartMine

ParameterDescription
Damage 
DetonationRadius 
ExplosionType 
FactionSee AI Entities for more information.
MaterialArmed 
MaterialDisarmed 
Model 
TriggerToDetonateDelay 
SmartMineType 
Diffuse 
DiffuseMultiplier 
HDRDynamic 
SpecularMultiplier 
JumpImpulse 
Static 
vTriggerBox XYZ 

Tornado

You can add Tornadoes into your level via the Tornado entity. Simple drag the Tornado entity into the level.

In the Tornado properties panel, you can change the wander speed to make it move faster around.

Property

Description

AttractionImpulse

Specifies the attraction impulse.

CloudHeight

Specifies the height of the cloud above the tornado.

FunnelEffect

Here a particle effect can be specified.

Radius

The influence radius of the tornado.

SpinImpulse

Specifies the spin speed that effects objects that are close to the tornado

UpImpulse

Specifies the pushing up speed that effects objects that are close to the tornado.

WanderSpeed

The tornadoes moving speed can be specified here.

It is also possible to setup a Flow Graph where you can control the path of the tornado using tag points and the MoveEntityTo node.

VicinityDependentObjectMover

This entity allows simple control over moving an object depending on how close the player is to it.

This was used in the Crysis 3 Tutorial level to control the hexagon objects raising/lowering, depending on the players location.

Close - All Objects RaisedMid - Some Objects Remain RaisedFar - All Objects Lowered

Parameter

Description

AreaTriggerRange

Maximum range around the entity which will detect the player entering.

BackAreaTriggerRange

Maximum range around the entity which will detect the player leaving.

DisableAreaTriggerOnMoveComplete

Disables the area trigger function once the moving of the object is complete. Basically a "use once" option.

ForceMoveCompleteDistance

Closest distance the player can be from the entity before it will override the move sequence and force it to quickly finish.
This prevents players from "beating" the object with speed.

Model

Sets the model for the entity.

MoveBackSpeed

Speed at which the object will be moved when player leaves the area trigger.

MoveToDistance

Total distance of which to move the object. A value of 10 will move the object 10m up on the Z axis.

MoveToSpeed

Speed at which the object will be moved when player enters the area trigger.

UseAreaTrigger

Use the built-in area trigger. Alternatively, this can be controlled by Flow Graph.

WaterRipplesGenerator

See WaterRipplesGenerator for more information.

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