Regions are invisible zones that can be designated for multiple purposes. There are three types of Regions, each with their own unique properties.
Anatomy of a Region Edit
Regions are made up of two parts, the Anchor and Adjuster. While the Anchor stays the same, the Adjuster Icon changes based upon what type of Region it is. It should also be noted that regions are color coded by type.
(Insert Table of Region Type, Icon, Color)
Normal Regions Edit
Your Normal Region doesn't have anything to special about itself. On its own it's nothing more than a marked zone in the editor with a name and position. When combined with Triggers, you can use these zones to create various effects. The following are properties available to all Regions.
Region Name Edit
This property sets the Regions Name. The Regions Name is how you will access this Region when working with Triggers in the Scene Data view or tracking the Region in the Scene Contents view. Once created, it will appear as an option in in the appropriate Triggers under Existing Regions.
Region Type Edit
This property sets the Region Type. This will dictate the other properties and intended use of the Region. The options consist of Normal, Camera, and Teleporter.
Enabled At Start Edit
This property sets if the Region is enabled at the start of the scene. Triggers can be used to alter this value if you don't want a region to be enabled by default.
Visible at Start Edit
This property sets if the Region is visible in game. If True, the region will be highlight the tiles is covers in its Highlight Color.
Is Holding Closest Camera Region Edit
(Need Info on Use)
Highlight Color Edit
This property sets the Highlight Color of the Region. This will only appear if the Visible at Start property is True.
Anchor Position Edit
This property sets the origin of the Region. This value can be modified by the X,Y, and Z values to set the origin. The property will update itself when it is moved within the Scene.
Region Size Edit
This property sets the size of the Region in relation to the Anchor Position. For example a size of (2.0, 0, 2.0) will create a region that is the size of a 2x2 tile.
(Insert Highlight Example)
Camera Regions Edit
A Camera Region has various effects on the players view. Without a Camera Region specified, the editor assumes a large bounding box that contains the whole scene. In this case, the Properties of the Camera Region are set to their defaults. The following are properties specific to Camera Regions.
Ambient Light Color Edit
The property is used to adjust the color of the Ambient Light found in a Region. Its color can be adjusted by modifying the R,G, B, and A values or selecting a color from the Color Palette The Color Palette can be accessed by selecting the property and clicking the (Insert Browse Icon).
Directional Light Color Edit
The property is used to adjust the color of the Directional Light in a Region. Its color can be adjusted by modifying the R,G, B, and A values or selecting a color from the Color Palette The Color Palette can be accessed by selecting the property and clicking the (Insert Browse Icon).
Light Direction Edit
The property is used to adjust the direction that the Direction Light is going in a Region. The direction is adjusted by modifying the X, Y, and Z values.
|Ambient Audio||Sets the Ambient Audio for this Region.|
|Default Music||Sets the Default Music for this Region.|
|Loop Default Music||Sets if the Default Music will loop|
|Base Combat Music||Sets the Combat Music for this Region|
|Loop Combat Music||Sets if the Combat Music will loop|
|Intense Combat Music||Sets the Intense Combat Music for this Region|
|Loop Intense Combat Music||Sets if the Intense Combat will loop|
|Wrapup Combat Music||Sets the Wrapup Combat Music for this Region|
|Loop Wrapup Combat Music||Sets if the Wrapup Combat Music will loop|
|Combat Intro Stinger||Sets an intro sound for combat|
|Combat Outro String||Sets an outro sound for combat|
|Music Fade Interval||Sets fade time between tracks|
|Combat Intense Threshold||Sets how many enemies are required to play Intense Combat Music|
|Combat Wrapup Threshold||Sets how many enemies are required to play Wrapup Combat Music|
|No FoW In Region (mobile)|
Teleporter Regions Edit
A Teleporter Region is used to teleport an Actor from one region to another. Sound and Visual Effects can be applied to these Regions to spice things up.
|Destination Region||Sets the Destination Region of this Teleporter Region|
|Teleport PC Only||Sets if NPCs can use this Teleporter Region|
|Teleport Facing||Sets the direction an Actor is facing after being teleported|
|Teleport Sound Effect||Sets the sound effect that will play when teleporting|
|Teleport Volume||Sets the sound level of the Sound Effect|
|Teleport Source FX||Sets a VFX to appear at the Source of the teleporter|
|Teleport Destination FX||Sets a VFX to appear at the Destination of the teleporter|
Goals, Triggers, and Regions - Covers the basics of setting up Region interaction
Lighting - Covers Lighting using Camera Regions
Teleporting - Basics of setting up a teleportal