cover

Overview 

An entity that specifies a point and orientation, and works with pathfinding algorithms. Typically used to create routes with specific actions (including between nav meshes), For example: jumping on various objects, climbing, eating, etc.

Placement and Setup

There are several ways to add a Cover to your level:

  • Look for Cover in the Entities Toolbar.
  • Look for Cover in the Entity List Window.

To add a link between Covers:

  • Select any Cover with a specific type and just add a new one  you will create a link from the selected one to the new cover;
  • Select any Cover and press RMB on the highlighted cover, go to the Selected or Highlighted section, and click Cover: Create Link to HL / Selected Cover (with backlinks).

To remove a link between Covers:

  • Select Cover → Link in Object List and just delete the link.

Properties

Property

Description
Base






























Object name.
Transform


PositionMoving the selected cover according to given numerical values along the 3 grid axes X, Y, Z.
RotationRotating the selected cover according to the given numerical values along the 3 grid axes X, Y, Z.
Random RotationRandom rotation of the selected cover according to the given numerical values along the 3 grid axes X, Y, Z.
Type




Static Date KeyName of the object type. One class might have several different types. For example, you can create several weapons of the same type. They will have the same set of static properties but their values will be different.
GroupEdit group name (optional).
Bounding SizeAABB (axis-aligned bounding box) size.
Last Modified byName of the person who was the last to modify the selected object.














           
TagA tag assigned by the user.
Lock TransformThis locks the object's movement, scaling, and rotation in the scene. They can still be changed in the Properties window. When the map reloads, this will automatically unlock.
Lock to HeightmapCover locked to the heightmap.
LayerLayer where the object lies.
Cover


TypeCover Types (you can add new ones in contents/scripts/config.lua).
Common Actions
Left Action

For the NPCs' Combat Covers  the NPCs can peek and shoot form the left side of the cover.

For the NPCs' movement cover  start on the left foot.

Right Action

For the NPCs' Combat Covers  the NPCs can peek and shoot form the left side of the cover.

For the NPCs' movement cover  start on the right foot.

Combat Actions
Stand NPCs can fight standing behind the cover.
SitNPCs can fight sitting behind the cover.
UpNPCs can peek out of the cover.
AI Map
Must Be On AI MapSnap cover to nav mesh.
Must Be Not On AI MapNever snap cover to nav mesh (used for transit covers).
Lock Base HeightCorrection of the cover's height relative to nav mesh. This function is unavailable!


NamedYou can find the cover in scripts using the cover's name.


MoveableYou can move the cover in real-time using scripts.


RadiusRadius of the cover. Used in various scenarios where the cover needs to find an entity within the specified radius.


ForbiddenUse cover for all AI entities.
Human Combat




ContextDifferent speech activities for Danger Contexts
Alert ContextDifferent speech Activities for Alert Contexts
PreviewPreview for human combat motions (Left / Right Actions and Stand, Sit, Up)
Link (Ingoing / Outgoing)LinkMove ActionThe animation that the NPC plays when using the link with another cover (for preview motion turn on Cover → Preview Draw in Tool Panel).


Add ActionAnimation additional to Move Action. Can also be used to attack an enemy, if the said enemy is within the radius of the cover. This function is unavailable!


CostCost of a cover path (NPCs calculate route with lower cost priority).


Trans FrameFor movement links (of the animation/ground_animation type) selects from which frame the blend will take place in the animation specified in the next link (if any).


Trans SpeedThe speed with which the blend will take place in the next linked animations (instant, fast, slow), if the animations match each other exactly (the first frame of the next is the last frame of the previous one, the blend speed should be fast. If the animations are very different, the speed should be lower, increasing the blend time).


TypeLink type – different links are used by different NPCs in different behaviors.


Anim StateFilters which animation (free/freegun/alert/danger/etc.) state this link can be used in.


Mental StateFilters which mental (light_alert..danger) state this link can be used in.
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