cover
- 4A Games
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 | Position | Moving the selected cover according to given numerical values along the 3 grid axes X, Y, Z. | |
Rotation | Rotating the selected cover according to the given numerical values along the 3 grid axes X, Y, Z. | ||
Random Rotation | Random rotation of the selected cover according to the given numerical values along the 3 grid axes X, Y, Z. | ||
Type | Static Date Key | Name 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. | |
Group | Edit group name (optional). | ||
Bounding Size | AABB (axis-aligned bounding box) size. | ||
Last Modified by | Name of the person who was the last to modify the selected object. | ||
Tag | A tag assigned by the user. | ||
Lock Transform | This 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 Heightmap | Cover locked to the heightmap. | ||
Layer | Layer where the object lies. | ||
Cover | Type | Cover 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. | |
Sit | NPCs can fight sitting behind the cover. | ||
Up | NPCs can peek out of the cover. | ||
AI Map | Must Be On AI Map | Snap cover to nav mesh. | |
Must Be Not On AI Map | Never snap cover to nav mesh (used for transit covers). | ||
Lock Base Height | Correction of the cover's height relative to nav mesh. This function is unavailable! | ||
Named | You can find the cover in scripts using the cover's name. | ||
Moveable | You can move the cover in real-time using scripts. | ||
Radius | Radius of the cover. Used in various scenarios where the cover needs to find an entity within the specified radius. | ||
Forbidden | Use cover for all AI entities. | ||
Human Combat | Context | Different speech activities for Danger Contexts | |
Alert Context | Different speech Activities for Alert Contexts | ||
Preview | Preview for human combat motions (Left / Right Actions and Stand, Sit, Up) | ||
Link (Ingoing / Outgoing) | Link | Move Action | The animation that the NPC plays when using the link with another cover (for preview motion turn on Cover → Preview Draw in Tool Panel). |
Add Action | Animation 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! | ||
Cost | Cost of a cover path (NPCs calculate route with lower cost priority). | ||
Trans Frame | For 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 Speed | The 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). | ||
Type | Link type – different links are used by different NPCs in different behaviors. | ||
Anim State | Filters which animation (free/freegun/alert/danger/etc.) state this link can be used in. | ||
Mental State | Filters which mental (light_alert..danger) state this link can be used in. |
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