dummy
- 4A Games
Overview
Dummy is an effect with model that has no collision or raycasting options, allowing you to use both dynamic and static models. This can be useful for adding a static prop as a dynamic entity but only in a visual sense. However, their main purpose is to be used as particles and/or sounds. Like other objects, you can customize the model and attach a particle or sound to it.
Placement and Setup
- Find the Entity List.
- Look to the root folder in the list.
- Drag and drop the dummy object into scene.
- It is possible to move, rotate, scale, etc. dummy in the scene using the Edit Option from the Scene Edit Toolbar.
Edit Option Shortcut Description Select S Activate the Select Edit option. Add A Activate the Add Edit option. Move W Activate the Move Edit option. Rotate E Activate the Rotate Edit option. Scale R Activate the Scale Edit option.
Properties
Property | Description | ||
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Base | Object name. | ||
Disable Qsave | The object's current state is not saved. It will always load in its original state. | ||
Never Sleeps | The object is never considered to be sleeping, i.e. immobilized and doing nothing. | ||
Force Realtime | The object never postpones its updates. | ||
Cull distance | Each renderable object has this parameter. It allows you to completely disable any object by a certain distance. This is very helpful for fuzzy indoor areas where portals are not possible or inefficient.
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Transform | Position | Moving the selected rabbit hole according to the given numerical values along the 3 grid axes X, Y, Z. | |
Rotation | Rotating the selected rabbit hole according to the given numerical values along the 3 grid axes X, Y, Z. | ||
Scale | Scale | Scaling the selected rabbit hole according to the given numerical values along the 3 grid axes X, Y, Z. | |
Uniform | Multiplier that applies to all three axes at once, allows to edit the scale simultaneously on three axes. | ||
Random rotation | Random rotation of the selected rabbit hole according to the given numerical values along the 3 grid axes X, Y, Z. You can set limits to constrain results of the random rotation. For example, you might want to allow rotation of your trees in full 360° on the Y axis, whereas you might want to limit their rotation to just 5° on the X axis so that they don't grow upside down. When use you use the "paste here" function (Ctrl+V), your pasted object will receive a uniquely random transformation. | ||
Random scale | |||
Type | Static Data 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 | Editor 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 | The 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 | Objects can be locked to the heightmap and remain attached to the terrain even when the terrain is modified. | ||
Layer | Layer on which the object lies. | ||
Fixed BB | Locks the bounding box size for the object in Exodus SDK. | ||
Fixed BB Ext | Amount of meters on each axis to increase the bounding box. | ||
Force Draw/Pick BB | Draws the object bounding box. | ||
Visible for Outdoor Map | If enabled, the objects are treated as visible when the terrain map is generated. | ||
Visible for Light Probe | If enabled, the objects are treated as visible when the light prop is generated. | ||
Accept Snap | If enabled, this allows snapping for the object. | ||
Skip Check Invisible | If enabled, the invisibility check is skipped. | ||
Skip Check Duplicate | If enabled, the duplicate check is skipped. | ||
PPS Enabled | Enables per pixel selection for the object. | ||
UI Tag (Debug only) | Information for debugging. | ||
Render | Reflectable? | If enabled, the object will be reflectable. | |
Cast AO? | If enabled, the object will cast Ambient Occlusion (recommended: TRUE, can be turned off for performance). | ||
Ghost? | If enabled, disables the render of the effect, making it invisible. | ||
Shadow Cast | If enabled, the object will cast shadows (recommended: TRUE, can be turned off for performance). | ||
Slow Render | In some cases, it eliminates the blinking of the object. | ||
Disable Impostors | Used to improve performance. A function that replaces the 3d model with a 2d image at a great distance from the camera: true/false. | ||
DAO: Auto | Sets the object's illumination. If disabled, it will show this: DAO: Value. | ||
DAO: Value | Sets the object's illumination. | ||
AUX: Value | Sets value of the shader's external parameter. | ||
Model | Model | Allows to select a model for the object. | |
Texture Preset | Allows to select a texture preset for the object. | ||
Startup Animation | Allows to select an animation for the object. | ||
Bone part | Part of the bone that is used for animation. | ||
Start frame | The frame from which the motion will be played. | ||
Speed | Speed value of the motion. | ||
Speed Replace | Affects the speed of motion playback. If enabled, uses Speed value as the motion speed, otherwise, final speed is the multiplication of the Speed value and the predefined motion speed. Applies only to the entity without AS. | ||
Force Paused | If enabled, force pauses object motion. | ||
Force Looped | This option lets you override the default loop mode of your selected motion.
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VS Active (Editor only) | Attaches a Visual Script to the target object. You can select which script to attach in the properties. Don't leave the 'name' property empty, otherwise it won't work. | ||
Sound | Sound | Allows to select sound for the object. | |
Volume | Allows you to adjust the volume of the sound being played. | ||
Filter | Allows to apply a filter for the sound being played:
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Particles | Particles | Allows to select particle system for the object. | |
Active | If false, disables particles. | ||
Constrained | If enabled, the particles will exist in the coordinate system of the parent object (synchronous offsets and rotations). | ||
Ignore Parent Rotation | The particle system ignores the parent object's transform. This is often used to play particles "upright" despite the object's movement. For example, the car will always cast smoke effects upward despite its rotation or roll. | ||
Mesh source | If enabled, the particle may be used as a mesh source, i.e playing directly at the object. Then the spawn points will be set to the object's vertices. | ||
Interest | This set of parameters is a basic scheme for the manifestation of an NPC's interests in game objects. | ||
Min Importance | If the value of Interest>Min Importance in any object is below this value, the NPC will not pay attention to this object. | ||
Max Importance | If the value of Interest>Max Importance in any object is higher than this value, the NPC will not pay attention to this object. | ||
Interest Type | It is used in the Dialog Manager to filter the reaction to an object (dialog). | ||
Duration | The delay time between the change of interests (at least once in four seconds). | ||
Speed | The speed of a turnaround to the object of interest. 1 – maximum, 0 – minimum. | ||
Distance | An NPC will not take into account the interests of objects located further than the specified distance from the NPC. | ||
Max Angle X | Capture angle by X. If the writing is outside of an NPC, then it does not pay attention to the object of interest. | ||
Max Angle Y | Capture angle by Y. If the writing is outside of an NPC, then it does not pay attention to the object of interest. | ||
Static Check Angle Multiplier | Multiplier for the angles Max Angle X and Max Angle Y. The result is angles for using Static Search. If the writing is outside of them, then it does not use Static logic. | ||
Script | Labels | Allows to assign a label. If an object has only one label, it should be the same as the name of the object. This approach significantly simplifies reading the script, since it immediately becomes clear which object this label belongs to. |
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