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.
See Door Panel for more information.
See Lightning Arc for more information.
Parameter | Description |
---|---|
Usable | |
UseMessage | |
LookupName | |
Scannable |
See Rain for more information.
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 |
---|---|
Shake | Specifies the amount of shaking. |
Radius | Specifies the radius around the entity in which the shake effect should happen. |
Parameter | Description |
---|---|
Damage | |
DetonationRadius | |
ExplosionType | |
Faction | See AI Entities for more information. |
MaterialArmed | |
MaterialDisarmed | |
Model | |
TriggerToDetonateDelay | |
SmartMineType | |
Diffuse | |
DiffuseMultiplier | |
HDRDynamic | |
SpecularMultiplier | |
JumpImpulse | |
Static | |
vTriggerBox XYZ |
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.
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 Raised | Mid - Some Objects Remain Raised | Far - 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. |
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. |
See WaterRipplesGenerator for more information.