---
name: "Eden Editor: Terminology"
type: topic
source: https://community.bistudio.com/wiki/Eden_Editor:_Terminology
revid: 353519
updated: 2024-03-19T12:01:20Z
---

# Eden Editor: Terminology

A list of commonly used terms related to the Eden Editor documentation.

| Term | Description | See Also |
|---|---|---|
| **AI** | Artificial Intelligence - [Object](../topics/Eden_Editor~3A_Terminology.md#object) controlled by the computer. Similar to [character](../topics/Eden_Editor~3A_Terminology.md#character), but not limited to humans (e.g., can include animals). | [Object](../topics/Eden_Editor~3A_Object.md) |
| **Area Marker** | Special kind of [marker](../topics/Eden_Editor~3A_Terminology.md#marker), which is not represented by an icon, but the elliptic or rectangular area. | [Marker](../topics/Eden_Editor~3A_Marker.md) |
| **Area Scaling** | Action of [changing size](../topics/Eden_Editor~3A_Transformation_Widget.md) of an entity area. | Eden Editor: Area Scaling |
| **Asset** | Content available for [placing](../topics/Eden_Editor~3A_Terminology.md#placing). Once placed, it becomes an [entity](../topics/Eden_Editor~3A_Terminology.md#entity). |  |
| **Asset Sub-type** | Minor categorization of the [asset browser](../topics/Eden_Editor~3A_Terminology.md#asset-browser). Available sub-types are based on currently selected [asset type](../topics/Eden_Editor~3A_Terminology.md#asset-type) (e.g., for [objects](../topics/Eden_Editor~3A_Terminology.md#object), sub-types are sides like BLUFOR, OFPOR, etc.) |  |
| **Asset Type** | Major categorization of the [asset browser](../topics/Eden_Editor~3A_Terminology.md#asset-browser). Formerly known as *editing mode* in the 2D editor. Modes are [objects](../topics/Eden_Editor~3A_Terminology.md#object), [compositions](../topics/Eden_Editor~3A_Terminology.md#composition), [triggers](../topics/Eden_Editor~3A_Terminology.md#trigger), [waypoints](../topics/Eden_Editor~3A_Terminology.md#waypoint), [systems](../topics/Eden_Editor~3A_Terminology.md#system) and [markers](../topics/Eden_Editor~3A_Terminology.md#marker). |  |
| **Asset Browser** | A list of all assets available for [placing](../topics/Eden_Editor~3A_Terminology.md#placing). Categorized by [asset type](../topics/Eden_Editor~3A_Terminology.md#asset-type) and [asset sub-type](../topics/Eden_Editor~3A_Terminology.md#asset-sub-type). |  |
| **Attribute** | Individual setting of an entity (e.g., [object](../topics/Eden_Editor~3A_Terminology.md#object) attributes are position, name, fuel, etc.) | [Attributes](../topics/Eden_Editor~3A_Entity_Attributes.md) |
| **Briefing** | Text-based introduction to the [scenario](../topics/Eden_Editor~3A_Terminology.md#scenario). It is shown before Scenario phase starts, but only after [intro](../topics/Eden_Editor~3A_Terminology.md#intro) ends. Can be disabled completely. | [Scenario Phases](../topics/Eden_Editor~3A_Scenario_Phases.md) |
| **Character** | A person, e.g., soldier, civilian, etc. It's a type of [object](../topics/Eden_Editor~3A_Terminology.md#object). | [Object](../topics/Eden_Editor~3A_Object.md) |
| **Composition** | Collection of [objects](../topics/Eden_Editor~3A_Terminology.md#object). When the objects are [characters](../topics/Eden_Editor~3A_Terminology.md#character), the composition is also known as [group](../topics/Eden_Editor~3A_Terminology.md#group). | [Composition](../topics/Eden_Editor~3A_Custom_Composition.md) |
| **Connecting** | Action of [connecting](../topics/Eden_Editor~3A_Connecting.md) one or more entities to another entity, using specific connection type. | [Connecting](../topics/Eden_Editor~3A_Connecting.md) |
| **Context Menu** | Menu opened by clicking **Right Mouse Button** on an [entity](../topics/Eden_Editor~3A_Terminology.md#entity). Will show only options related to selected entities. | [Context Menu](../topics/Eden_Editor~3A_Entity_Context_Menu.md) |
| **Entity** | An editable element. Can be [object](../topics/Eden_Editor~3A_Terminology.md#object), [group](../topics/Eden_Editor~3A_Terminology.md#group), [trigger](../topics/Eden_Editor~3A_Terminology.md#trigger), [waypoint](../topics/Eden_Editor~3A_Terminology.md#waypoint), [system](../topics/Eden_Editor~3A_Terminology.md#system) or [marker](../topics/Eden_Editor~3A_Terminology.md#marker). All entities are represented by an icon in the [view](../topics/Eden_Editor~3A_Terminology.md#view) and by an entry in the entity list. Before [placing](../topics/Eden_Editor~3A_Terminology.md#placing), an entity is an [asset](../topics/Eden_Editor~3A_Terminology.md#asset) available in the [asset browser](../topics/Eden_Editor~3A_Terminology.md#asset-browser). |  |
| **Entity List** | A list of all [entities](../topics/Eden_Editor~3A_Terminology.md#entities) currently in the [scenario](../topics/Eden_Editor~3A_Terminology.md#scenario). | Entity List |
| **Group** | [Group](../topics/Eden_Editor~3A_Group.md) [entity](../topics/Eden_Editor~3A_Terminology.md#entity) type. A group consists of [characters](../topics/Eden_Editor~3A_Terminology.md#character) and has one leader, who's able to issue orders to others. | [Group](../topics/Eden_Editor~3A_Group.md) |
| **Grouping** | Action of [connecting](../topics/Eden_Editor~3A_Terminology.md#connecting) one AI [character](../topics/Eden_Editor~3A_Terminology.md#character) to another Character or a [group](../topics/Eden_Editor~3A_Terminology.md#group). | [Connecting](../topics/Eden_Editor~3A_Connecting.md) |
| **Intro** | Opening [phase](../topics/Eden_Editor~3A_Terminology.md#phase) of the [scenario](../topics/Eden_Editor~3A_Terminology.md#scenario), performed before the scenario itself (including [briefing](../topics/Eden_Editor~3A_Terminology.md#briefing)) starts. It's available only in singleplayer and player cannot control it. | [Scenario Phases](../topics/Eden_Editor~3A_Scenario_Phases.md) |
| **Logic** | Dummy [system](../topics/Eden_Editor~3A_Terminology.md#system) which doesn't have any existing functionality on its own, but can be used together with other systems. | [System](../topics/Eden_Editor~3A_System.md) |
| **Map** | 2D [view](../topics/Eden_Editor~3A_Terminology.md#view) where environment and [entities](../topics/Eden_Editor~3A_Terminology.md#entity) are visible. 3D part of the view is the [scene](../topics/Eden_Editor~3A_Terminology.md#scene). |  |
| **Marker** | [Eden Editor: Marker](../topics/Eden_Editor~3A_Marker.md) [entity](../topics/Eden_Editor~3A_Terminology.md#entity) type. Marker is symbol or an [area](../topics/Eden_Editor~3A_Terminology.md#marker-area) drawn only in the [map](../topics/Eden_Editor~3A_Terminology.md#map). | [Marker](../topics/Eden_Editor~3A_Marker.md) |
| **Menu Bar** | Menus structure which lists almost all available actions and tools with their keyboard shortcuts. | [Menu Bar](../topics/Eden_Editor~3A_Menu_Bar.md) |
| **Mission** | See [Scenario](../topics/Eden_Editor~3A_Terminology.md#scenario). Mission is an older name that was used until Arma 2, but may still appear in some cases. |  |
| **Module** | Advanced [system](../topics/Eden_Editor~3A_Terminology.md#system) which executes pre-defined functionality (e.g., sector module, save game module, etc.) It can be often configured using custom [attributes](../topics/Eden_Editor~3A_Terminology.md#attribute). | [System](../topics/Eden_Editor~3A_System.md) |
| **Object** | [Object](../topics/Eden_Editor~3A_Object.md) [entity](../topics/Eden_Editor~3A_Terminology.md#entity) type. It's basic entity type, usually with a model, textures and some sort of simulation (e.g., car, house, etc.) It's further divided to [characters](../topics/Eden_Editor~3A_Terminology.md#character), [vehicles](../topics/Eden_Editor~3A_Terminology.md#vehicle) and [props](../topics/Eden_Editor~3A_Terminology.md#prop). | [Object](../topics/Eden_Editor~3A_Object.md) |
| **Outro** | Closing [phase](../topics/Eden_Editor~3A_Terminology.md#phase) of the [scenario](../topics/Eden_Editor~3A_Terminology.md#scenario), performed after the scenario ends. It has Win and Lose versions, only one of them is selected based on outcome of the scenario. It's available only in singleplayer and player cannot control it. | [Scenario Phases](../topics/Eden_Editor~3A_Scenario_Phases.md) |
| **Phase** | [Scenario](../topics/Eden_Editor~3A_Terminology.md#scenario) section, launched sequentially in order [Intro](../topics/Eden_Editor~3A_Terminology.md#intro) > Scenario > [Outro](../topics/Eden_Editor~3A_Terminology.md#outro) (either Win or Lose version). | [Scenario Phases](../topics/Eden_Editor~3A_Scenario_Phases.md) |
| **Placing** | Action of [adding](../topics/Eden_Editor~3A_Entity_Placing.md) one or more entities to the [scenario](../topics/Eden_Editor~3A_Terminology.md#scenario) from the [asset browser](../topics/Eden_Editor~3A_Terminology.md#asset-browser) |  |
| **Player** | [Character](../topics/Eden_Editor~3A_Terminology.md#character) controlled by the user once the [scenario](../topics/Eden_Editor~3A_Terminology.md#scenario) starts. | [Object](../topics/Eden_Editor~3A_Object.md) |
| **Preview** | Playing a [scenario](../topics/Eden_Editor~3A_Terminology.md#scenario) from the editor to see how it performs. |  |
| **Prop** | Static decoration, e.g., house, chair, etc. It's a type of [object](../topics/Eden_Editor~3A_Terminology.md#object). | [Object](../topics/Eden_Editor~3A_Object.md) |
| **Rotating** | Action of changing entity angle around X, Y or Z axis. | [Transforming](../topics/Eden_Editor~3A_Entity_Transforming.md) |
| **Scenario** | Most commonly the name of the whole project, where all [entities](../topics/Eden_Editor~3A_Terminology.md#entity) or scenario [attributes](../topics/Eden_Editor~3A_Terminology.md#attribute) are saved. The final scenario can be exported to PBO and shared, or published to Steam Workshop.<br>Alternatively, Scenario can refer to a [phase](../topics/Eden_Editor~3A_Terminology.md#phase) where all interactive gameplay happens. | [Scenario Phases](../topics/Eden_Editor~3A_Scenario_Phases.md) |
| **Scene** | 3D [view](../topics/Eden_Editor~3A_Terminology.md#view) where environment and [entities](../topics/Eden_Editor~3A_Terminology.md#entity) are visible. 2D part of the view is the [map](../topics/Eden_Editor~3A_Terminology.md#map). |  |
| **Status Bar** | Non-interactive bar providing user with various debugging information. | [Status Bar](../topics/Eden_Editor~3A_Status_Bar.md) |
| **Synchronizing** | See [Syncing](../topics/Eden_Editor~3A_Terminology.md#syncing). | [Connecting](../topics/Eden_Editor~3A_Connecting.md) |
| **Syncing** | Action of [connecting](../topics/Eden_Editor~3A_Terminology.md#connecting) one or more [entities](../topics/Eden_Editor~3A_Terminology.md#entity) to another entity using general connection type. | [Connecting](../topics/Eden_Editor~3A_Connecting.md) |
| **System** | [System](../topics/Eden_Editor~3A_System.md) [entity](../topics/Eden_Editor~3A_Terminology.md#entity) type. System is a virtual object with specific purpose, and can be a [logic](../topics/Eden_Editor~3A_Terminology.md#logic) or a [module](../topics/Eden_Editor~3A_Terminology.md#module). | [System](../topics/Eden_Editor~3A_System.md) |
| **Toolbar** | A bar with icons for quick access to the most commonly used actions and tools. They can also be found in the [menu bar](../topics/Eden_Editor~3A_Terminology.md#menu-bar). | [Toolbar](../topics/Eden_Editor~3A_Toolbar.md) |
| **Transformation Widget** | Interactive helper model for precise [transformation](../topics/Eden_Editor~3A_Terminology.md#transforming), [rotation](../topics/Eden_Editor~3A_Terminology.md#rotation) and area scaling. | [Transformation Widget](../topics/Eden_Editor~3A_Transformation_Widget.md) |
| **Transforming** | Action of direct manipulation of entities in the [view](../topics/Eden_Editor~3A_Terminology.md#view), can be [translating](../topics/Eden_Editor~3A_Terminology.md#translating), [rotating](../topics/Eden_Editor~3A_Terminology.md#rotating), area scaling or [connecting](../topics/Eden_Editor~3A_Terminology.md#connecting) |  |
| **Translating** | Action of changing X, Y or Z coordinates of an entity. | [Transforming](../topics/Eden_Editor~3A_Entity_Transforming.md) |
| **Trigger** | [Trigger](../topics/Eden_Editor~3A_Trigger.md) [entity](../topics/Eden_Editor~3A_Terminology.md#entity) type. A trigger is an event called once a specific set of conditions is met. It can have a volume and check for presence of [objects](../topics/Eden_Editor~3A_Terminology.md#object) in it. | [Trigger](../topics/Eden_Editor~3A_Trigger.md) |
| **~~Unit~~** | An older name for characters and vehicles, i.e., objects player or AI can control. Should not be used anymore to avoid confusion with [Multiplayer Units](http://units.arma3.com/). |  |
| **Vehicle** | A vehicle, e.g., car, helicopter, etc. It's a type of [object](../topics/Eden_Editor~3A_Terminology.md#object). | [Object](../topics/Eden_Editor~3A_Object.md) |
| **View** | Representation of scenario environment, can be 3D [scene](../topics/Eden_Editor~3A_Terminology.md#scene) or 2D [map](../topics/Eden_Editor~3A_Terminology.md#map) |  |
| **Waypoint** | [Waypoint](../topics/Eden_Editor~3A_Waypoint.md) [entity](../topics/Eden_Editor~3A_Terminology.md#entity) type. Waypoint belongs to a [group](../topics/Eden_Editor~3A_Terminology.md#group), and tells it to perform some operation. When the group has multiple waypoints, it will go through them in a pre-defined order. | [Waypoint](../topics/Eden_Editor~3A_Waypoint.md) |
| **Widget** | See [Transformation Widget](../topics/Eden_Editor~3A_Terminology.md#transformation-widget). | [Transformation Widget](../topics/Eden_Editor~3A_Transformation_Widget.md) |
| **Workspace** | Working environment, contains the [view](../topics/Eden_Editor~3A_Terminology.md#view) and all main user interface elements - [menu bar](../topics/Eden_Editor~3A_Terminology.md#menu-bar), [toolbar](../topics/Eden_Editor~3A_Terminology.md#toolbar), entity list, [asset browser](../topics/Eden_Editor~3A_Terminology.md#asset-browser) and [status bar](../topics/Eden_Editor~3A_Terminology.md#status-bar). |  |

<sub>Source: [BI Community Wiki — Eden Editor: Terminology](https://community.bistudio.com/wiki/Eden_Editor:_Terminology) (revision 353519).</sub>
