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5   <meta name="Author" content="Justin Cassidy">
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7   <title>The Free Abuse Project</title>
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10<font color="#FFFFFF"><u><font size=+4>fRaBs</font></u><i>&nbsp;
11objects</i></font>
12<br><a href="../index.html">Main</a><i><font color="#FFFFFF"> - </font></i><a href="updates.html">Updates</a><i><font color="#FFFFFF">
13- </font></i><a href="single.html">Single Player</a><i><font color="#FFFFFF">
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17- </font></i><a href="links.html">Links</a>
18<p><tt>------------------------------------------------------------------------</tt>
19<br><tt>[2.d] Object List</tt>
20<br><tt>------------------------------------------------------------------------</tt>
21<p><tt>Some objects which have on/off states will change their color to
22reflect</tt>
23<br><tt>these states. Green, of course, means on, while red means off.
24The</tt>
25<br><tt>following objects do this :</tt>
26<br><tt>&nbsp; <a href="#Sensor">Sensor</a></tt>
27<br><tt>&nbsp; <a href="#D">Death_respawner</a></tt>
28<br><tt>&nbsp; <a href="#D">Death_sensor</a></tt>
29<br><tt>&nbsp; <a href="#G">All of the logic gates</a></tt>
30<br><tt>&nbsp; <a href="#I">Indicator</a></tt>
31<br><tt>&nbsp; <a href="#Switch">Switch</a></tt>
32<p><tt>There are a few objects that can be confusingly named in fRaBs,
33such as</tt>
34<br><tt>ANTCRACK2 and ANT_CRACK_NEW, and other variations. These variations
35will</tt>
36<br><tt>be described under one listing, such as <a href="#ANT_CRACK">ANT_CRACK</a>.
37The new ants such as</tt>
38<br><tt>the ANT_JUMP and the ANT will all be listed under <a href="#ANT_ROOF">ANT_ROOF</a>,
39the original</tt>
40<br><tt>object in which these slightly different objects are derived from.</tt>
41<p><tt>Another important note to remember with lots of these enemies is
42that you</tt>
43<br><tt>can modify their AI to have them shoot a variation of weapon types,
44which</tt>
45<br><tt>are often referred to as ai_types. A list of the various ai_types
46can be</tt>
47<br><tt>found with the description of the ANT_CRACK objects.</tt>
48<p><tt>Now let's take a look at the objects.</tt>
49<p><tt><font size=+2><a href="#A">A</a> - <a href="#B">B</a> - <a href="#C">C</a>
50- <a href="#D">D</a> - <a href="#E">E</a> - <a href="#F">F</a> - <a href="#G">G</a>
51- <a href="#H">H</a> - <a href="#I">I</a> - <a href="#J">J</a> - K - <a href="#L">L</a>
52- <a href="#M">M</a></font></tt>
53<br><tt><font size=+2><a href="#N">N</a> - <a href="#O">O</a> - <a href="#P">P</a>
54- Q - <a href="#R">R</a> - <a href="#S">S</a> - <a href="#T">T</a> - U
55- V - <a href="#W">W</a> - X - Y - Z</font></tt>
56<p><a NAME="A"></a><tt>ALIEN_DRONE (variations)</tt>
57<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is an alien drone
58taken from the Aliens movies, for the Aliens</tt>
59<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Abuse addon. It acts
60similar to the ant objects, although this one has</tt>
61<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; the ability to push
62the player around upon contact and it does not fire</tt>
63<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; a weapon, although in
64the future it may.</tt>
65<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
66will be active.</tt>
67<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
68a sensor or switch and will be</tt>
69<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
70or switch is in an on state.</tt>
71<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The ALIEN_WARRIOR is
72a larger version of the alien drone.</tt>
73<p><tt>AMBIENT_SOUND (variations)</tt>
74<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; AMBIENT_SOUNDs are played
75continuously with a user definable delay</tt>
76<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; and volume. They have
77a range of 500 pixels. Volume is highest at the</tt>
78<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; point of origin, and
79diminishes with distance.&nbsp; You can use the</tt>
80<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; number keys to change
81the sound type quickly.&nbsp; Use SHIFT-number key</tt>
82<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; to get more of the sound
83effects.</tt>
84<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to a
85sensor or switch and will be</tt>
86<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
87or switch is in an on state.</tt>
88<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; AMBIENT_SOUND2 uses different
89sound effects than AMBIENT_SOUND. These</tt>
90<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; sounds are located in
91addon/leon.</tt>
92<p><a NAME="ANT_CRACK"></a><tt>ANT_CRACK (variations)</tt>
93<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; An ANT_CRACK is an irregular
94object from which any number and type of</tt>
95<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; aliens can come bursting
96forth. The user can set the number and type</tt>
97<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; of aliens by accessing
98the extended AI options. The alien types</tt>
99<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; (ai_types) are as follows
100:</tt>
101<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0 = yellow-white fast
102Laser shot</tt>
103<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1 = golden-orange slow
104Laser shot</tt>
105<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2 = Grenade</tt>
106<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3 = Rocket</tt>
107<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 4 = Plasma</tt>
108<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 5 = Fire Bomb</tt>
109<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 6 = Death Frizbee (may
110cause errors)</tt>
111<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 7 = Laser Saber</tt>
112<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 8 = Nothing</tt>
113<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 9 = Pulse shot (Flyers
114shoot these... with ants the game may crash)</tt>
115<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10 = Nothing</tt>
116<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11 = quick white Laser shot</tt>
117<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 12 = three white Laser shots</tt>
118<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 13 = five white Laser shots</tt>
119<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 50 = green 'acid' laser (may/may
120not work)</tt>
121<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You can also press a
122number key while the cursor is on the ant to</tt>
123<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; quickly change the type
124of weapon it fires.</tt>
125<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
126will NOT be active.</tt>
127<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
128a sensor or switch and will be</tt>
129<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
130or switch is in an on state.</tt>
131<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; (Leon's variations)</tt>
132<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; A couple of interesting
133takes on the ANT_CRACK idea are the 'anthole'</tt>
134<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; objects. The ANTHOLE
135and the ANTCRACK2 are objects that will create a</tt>
136<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; new ant for every ant
137you kill, allowing for a max ants variable that</tt>
138<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; tells the ANTHOLE that
139if there are less than N objects on screen, it</tt>
140<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; needs to spawn another
141ant. There is also a delay variable that will</tt>
142<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; make the ANTHOLE wait
143for a certain period of time before the next ant</tt>
144<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; is created. Like the
145ANT_CRACK, the ants these 'anthole' objects spawn</tt>
146<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; have a user-definable
147ai_type. The ANTCRACK2 looks like a regular</tt>
148<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ANT_CRACK and has the
149ants jumping out of a crack, while the ANTHOLE</tt>
150<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; spawns falling ants,
151similar to an ANT_ROOF with the hiden variable</tt>
152<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; set to 1.</tt>
153<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It is important to distinguish
154the ANTCRACK2 from the ANT_CRACK_NEW</tt>
155<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; object, which acts exactly
156like a normal ANT_CRACK except that the ants</tt>
157<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; it spews leave corpses
158behind when they die. Finally, there is one last</tt>
159<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; object, the ANT_CRACK_HIDDEN,
160which is an invisible version of the</tt>
161<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; normal ANT_CRACK. During
162edit mode, both of these are indistinguishable</tt>
163<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; from regular ANT_CRACKs,
164but in the case of the ANT_CRACK_HIDDEN, it</tt>
165<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; is invisible during
166actual gameplay.</tt>
167<p><a NAME="ANT_ROOF"></a><tt>ANT_ROOF (variations)</tt>
168<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; An ANT_ROOF is an alien
169whose normal state is a invulnerable coccon.</tt>
170<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Usually placed on the
171roof, hence its name. It will activate when</tt>
172<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; the player comes within
173range when UNDERNEATH it. It will not activate</tt>
174<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; if the player is above
175it, even when in range. An ANT_ROOF can be of</tt>
176<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; any type of alien. To
177change its type, place the mouse cursor over the</tt>
178<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; alien of your choice,
179watching for a grey bounding box to be drawn.</tt>
180<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Once you are over the
181alien press any of the number keys from 1-7 to</tt>
182<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; change the alien type,
183refer above to alien type and number. For the</tt>
184<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; newer alien types, go
185to the AI menu and change the ai_type field</tt>
186<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; manually. The hiden
187variable can be used to make the ant cocoon</tt>
188<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; invisible until activated;
189this function replaces the older object, the</tt>
190<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; HIDDEN_ANT, that was
191found in previous versions of Abuse.</tt>
192<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
193will be active.</tt>
194<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
195a sensor or switch and will be</tt>
196<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
197or switch is in an on state.</tt>
198<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; (Leon's variations)</tt>
199<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; There are many new variations
200on the ANT_ROOF concept, designed for ants</tt>
201<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; that have different
202patterns of behavior. There is an object called ANT</tt>
203<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; that acts the same as
204an ANT_ROOF, and even behaves the same, but it has</tt>
205<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; the probability of leaving
206a bloody corpse when it dies, rather than just</tt>
207<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; exploding like your
208run-of-the-mill ANT_ROOF. If you like the corpses that</tt>
209<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ants leave behind, you
210may want to start using the ANT object rather than</tt>
211<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; the ANT_ROOF for your
212levels. Keep in mind, however, that these new</tt>
213<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; variations and other
214objects will only work when you play your level in</tt>
215<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; fRaBs (or a version
216of Abuse that has the new LISP integrated correctly).</tt>
217<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Some of the new ants,
218such as the ANT_JUMPER, actually act differently. As</tt>
219<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; the name would suggest,
220these ones like to hop around. Some names aren't</tt>
221<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; as obvious, however.
222The ANT_TOUGH is an ant that does not 'fall back'</tt>
223<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; when it is shot, and
224it fires in quick, unpredictable bursts. In addition,</tt>
225<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; this one doesn't climb
226on walls and it has a tougher skin. An ANT_TOUGH</tt>
227<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; with 20 health will
228be much harder to kill than an ANT_ROOF with similar</tt>
229<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; attributes. Look in
230/addon/leon/ and run leon.bat to see some levels that</tt>
231<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; use grey ANT_TOUGH objects
232as end-of-level bosses.</tt>
233<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The ANT_GREATER2 is a
234faster version of the ANT_ROOF that does not get</tt>
235<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; immobilized when shot
236and doesn't climb on walls, similar to the ANT_TOUGH.</tt>
237<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; However, it doesn't
238shoot as much as the ANT_TOUGH. They're a suprise pest</tt>
239<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; though, because the
240player will be wondering why the ants are moving so</tt>
241<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; quickly all of a sudden.
242:)</tt>
243<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The ANT_PRED is an ant
244that is invisible to the player. Think of an</tt>
245<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ANT_ROOF that got the
246POWER_SNEAKY item and you have an ANT_PRED. You can</tt>
247<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; get a similar effect
248from the ANT_ROOF by setting the fade variable to 15</tt>
249<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; in it's AI.</tt>
250<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; One interesting characteristic
251of these new ANT_ROOF variations is the</tt>
252<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; new variables in their
253AI, called 'class specific var1'(2)(3). The effects</tt>
254<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; of these variables are
255not fully known/documented. The first class specific</tt>
256<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; variable is interesting,
257though. By setting the ant's health to X and the</tt>
258<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 'class specific var1'
259to 20, the ant's health actually becomes 20X. This is</tt>
260<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; useful, because previously
261the ants had a max health of something in the</tt>
262<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 12,000 range, but by
263using a large 'class specific var1' there is no real</tt>
264<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; limit to how much life
265you can give an ant. This is one way to offset the</tt>
266<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; strength of the BFG
267in a level - simply give the ants a whole lot of health</tt>
268<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; by using the different
269variations and their class var.</tt>
270<p><tt>ANT_SHIP</tt>
271<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The ANT_SHIP is a flying
272behemoth, driven by a single tiny ant. It has a</tt>
273<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; customizable ai_type,
274but once it is shot it will cycle through a few</tt>
275<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; different ai_types until
276it dies. Watch out, because before it dies</tt>
277<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; the player is subject
278to be shot with firebomb. It can be a formidable</tt>
279<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; opponent.</tt>
280<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
281will be active.</tt>
282<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
283a sensor or switch and will be</tt>
284<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
285or switch is in an on state.</tt>
286<p><a NAME="B"></a><tt>BIG_BOMB</tt>
287<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; A really big bomb which
288is triggered by a sensor or switch.</tt>
289<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It has a user definable
290delay which can be set in its AI.</tt>
291<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can kill the player
292if they are in range of its blast, which is</tt>
293<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; not very large. They
294can be chained together by linking them</tt>
295<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; sequentially. If placed
296with no links, the bomb will explode on its</tt>
297<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; own.</tt>
298<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
299will be active.</tt>
300<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
301a sensor or switch and will be</tt>
302<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
303or switch is in an on state.</tt>
304<p><tt>BLOCK</tt>
305<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; A BLOCK is just an object
306which can be hurt, but otherwise</tt>
307<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; only blocks the player.
308The player can walk on BLOCKs. BLOCKs have a</tt>
309<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; health of 30.</tt>
310<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It ignores all links.</tt>
311<p><tt>BOULDER</tt>
312<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; A BOULDER is a huge,
313spiked ball. If dropped from a height, it</tt>
314<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; will bounce on the floor
315doing damage to anything beneath it,</tt>
316<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; including aliens, HIDDEN
317tiles, players, and anything else</tt>
318<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; capable of being hurt.
319Its x and y velocity can be modified in</tt>
320<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; its AI. It can be killed.</tt>
321<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
322will be active.</tt>
323<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
324a sensor or switch and will be</tt>
325<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
326or switch is in an on state.</tt>
327<p><tt>BOMB</tt>
328<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is a smaller version
329of the BIG_BOMB and does the same thing,</tt>
330<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; but has a weaker and
331smaller explosion. See BIG_BOMB above.</tt>
332<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
333will be active.</tt>
334<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
335a sensor or switch and will be</tt>
336<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
337or switch is in an on state.</tt>
338<p><a NAME="C"></a><tt>CONC</tt>
339<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is a mine. When
340touched by the player, it explodes, causing</tt>
341<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; damage. Otherwise it
342will just sit there waiting for the player.</tt>
343<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Typically placed on
344the floor.</tt>
345<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
346will be active.</tt>
347<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
348a sensor or switch and will be</tt>
349<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
350or switch is in an on state.</tt>
351<br>&nbsp;
352<p><tt>CONC_AIR</tt>
353<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is a air mine.
354Essentially the same as the CONC mine, except</tt>
355<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; it looks different.
356Typically placed in the air.</tt>
357<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
358will be active.</tt>
359<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
360a sensor or switch and will be</tt>
361<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
362or switch is in an on state.</tt>
363<p><a NAME="D"></a><tt>DEATH_RESPAWNER</tt>
364<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The DEATH_RESPAWNER
365will spawn a new object at the location of another</tt>
366<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; object, when that object
367dies. For example, if linked to an alien, a</tt>
368<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; user chosen object will
369appear where that alien died. This can be</tt>
370<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; useful for creating
371types of puzzles where the player must kill a</tt>
372<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; certain alien. This
373object can only be used on the alien objects.</tt>
374<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The linking order is
375as follows:</tt>
376<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
377First, link the DEATH_RESPAWNER to the object you want to</tt>
378<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
379be respawned.</tt>
380<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
381Next, link the DEATH_RESPAWNER to any number of aliens (ANTs).</tt>
382<p><tt>DEATH_SENSOR</tt>
383<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This object, like all
384other sensors, has two states : on and off.</tt>
385<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Whenever the object
386this sensor is linked to dies, or is deleted</tt>
387<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; (which is the case with
388ammo and health), the sensor will switch to an</tt>
389<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; on state. It can have
390multiple links. If it does, the sensor will</tt>
391<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; switch to the on state
392only when all of the objects it has been linked</tt>
393<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; to are dead or deleted.</tt>
394<p><tt>DEATH_SKULL</tt>
395<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; These rotating skulls
396fly around, occupied by an odd whirring sound.</tt>
397<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; An example of how they
398work can be found by loading the level t_skull.spe</tt>
399<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; in addon/claudio. They
400act similar to the ANT_SHIP and the DEATH_UMBRELLA</tt>
401<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; but there are a few
402important differences. Firstly, they only shoot the</tt>
403<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Pulse Shot and when
404weakened, they resort to the Firebomb. Upon being shot</tt>
405<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; or damaged, they are
406enveloped in fire, but they are not dead yet. Keep</tt>
407<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; shooting at the flames
408before they get a chance to pound you with the</tt>
409<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Firebomb.</tt>
410<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
411will be active.</tt>
412<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
413a sensor or switch and will be</tt>
414<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
415or switch is in an on state.</tt>
416<p><tt>DEATH_UMBRELLA</tt>
417<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; (Ed. Note: Out of all
418the new addons and enemies, this one is probably</tt>
419<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; my favorite... it's
420just cool looking, and it hovers perfectly!)</tt>
421<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is a classic enemy
422- a 3d-ish UFO flies around and shoots you</tt>
423<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; with varying weaponry.
424In fRaBs, the new Level00 starts you in the midst</tt>
425<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; of a forest (Justin's
426favorite foreground/background art) and you're</tt>
427<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; being approached by
428the DEATH_UMBRELLA, with it's distinct metal rattling</tt>
429<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; (Justin's favorite enemy).
430It acts very similar to the ANT_SHIP in that</tt>
431<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; it has an ai_type option,
432but it shoots varying weapons. However, the</tt>
433<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; varying weapons it shoots
434are different than the ANT_SHIP... it cycles</tt>
435<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; through the weapons
436in a different order, although it ends on a hot note:</tt>
437<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; the firebomb. Therefore,
438caution is advised.</tt>
439<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
440will be active.</tt>
441<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
442a sensor or switch and will be</tt>
443<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
444or switch is in an on state.</tt>
445<p><tt>DECO_ANTBODY (variations)</tt>
446<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; In the event that you
447wish to decorate your levels with ant corpses,</tt>
448<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; fRaBs has a wide variety
449of objects that will suit your needs. Use the</tt>
450<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ai_type variable to
451change their color.</tt>
452<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; DECO_ANTBODY - Some guts
453and a leg.</tt>
454<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; DECO_ANTBODY2 - A sitting
455ant (presumably dead).</tt>
456<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; DECO_ANTBODY3 - The
457pulsating corpse of a slain ant.</tt>
458<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; DECO_ANTHANG - A tattered
459ant hanging from above.</tt>
460<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; DECO_ANTSIT - This sitting
461ant nods it's head every now and again.</tt>
462<p><tt>DFRIS_ICON10</tt>
463<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is the large ammo
464unit for the Death Frizbee. It gives the player</tt>
465<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10 additional units
466of ammo. Like all ammo, if it is connected to a</tt>
467<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; sensor or switch which
468is off, the ammo will be invisible, untouchable,</tt>
469<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; and unaffected by gravity,
470until the sensor or switch turns on.</tt>
471<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
472will be active.</tt>
473<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
474a sensor or switch and will be</tt>
475<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
476or switch is in an on state.</tt>
477<p><tt>DFRIS_ICON4</tt>
478<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is the small ammo
479unit for the Death Frizbee. It gives the player</tt>
480<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 4 additional units of
481ammo. Like all ammo, if it is connected to a</tt>
482<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; sensor or switch which
483is off, the ammo will be invisible, untouchable,</tt>
484<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; and unaffected by gravity,
485until the sensor or switch turns on.</tt>
486<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
487will be active.</tt>
488<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
489a sensor or switch and will be</tt>
490<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
491or switch is in an on state.</tt>
492<p><tt>DRAY_ICON4</tt>
493<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is the small ammo
494unit for the Death Ray. It gives the player</tt>
495<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 4 additional units of
496ammo. Like all ammo, if it is connected to a</tt>
497<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; sensor or switch which
498is off, the ammo will be invisible, untouchable,</tt>
499<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; and unaffected by gravity,
500until the sensor or switch turns on. Note</tt>
501<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; that putting this weapon
502in a level may severely change the gameplay</tt>
503<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; balance of the level.</tt>
504<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
505will be active.</tt>
506<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
507a sensor or switch and will be</tt>
508<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
509or switch is in an on state.</tt>
510<p><tt>DRAY_ICON8</tt>
511<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is the large ammo
512unit for the Death Ray. It gives the player</tt>
513<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 8 additional units of
514ammo. Like all ammo, if it is connected to a</tt>
515<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; sensor or switch which
516is off, the ammo will be invisible, untouchable,</tt>
517<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; and unaffected by gravity,
518until the sensor or switch turns on. Note</tt>
519<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; that putting this weapon
520in a level may severely change the gameplay</tt>
521<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; balance of the level.</tt>
522<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
523will be active.</tt>
524<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
525a sensor or switch and will be</tt>
526<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
527or switch is in an on state.</tt>
528<p><tt>DROID</tt>
529<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The DROID is a robot
530that looks somewhat like the player. When activated</tt>
531<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; it walks towards the
532player and fires a volley of shots. The weapon it</tt>
533<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; shoots is customizable
534in the AI, as well as the speed that it walks.</tt>
535<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
536will be active.</tt>
537<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
538a sensor or switch and will be</tt>
539<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
540or switch is in an on state.</tt>
541<p><a NAME="E"></a><tt>END_GAME</tt>
542<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; When activated by a
543sensor or switch, this object will make the current</tt>
544<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; game quit to the original
545Abuse ending screen. fRaBs has no ending, so</tt>
546<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; this object is farely
547useless. If you want to use it in a level, though,</tt>
548<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; it looks best in conjunction
549with the palrotore palette.</tt>
550<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
551will be active (generally not a good thing).</tt>
552<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
553a sensor or switch and will be</tt>
554<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
555or switch is in an on state.</tt>
556<p><tt>END_OF_S</tt>
557<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; A pointless graphic
558that says 'End of Shareware'. I might remove</tt>
559<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; it someday.</tt>
560<p><a NAME="F"></a><tt>FACE_HUGGER (variations)</tt>
561<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is a little spider-like
562creature taken from the Aliens movies, for</tt>
563<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; the Aliens Abuse addon.
564It acts similar to the ant objects, although</tt>
565<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; this one has the ability
566to push the player around upon contact and it</tt>
567<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; does not fire a weapon.</tt>
568<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
569will be active.</tt>
570<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
571a sensor or switch and will be</tt>
572<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
573or switch is in an on state.</tt>
574<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Some related objects
575are the FACE_HUGGER_EGG, which will hatch from an</tt>
576<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; egg when a player approaches,
577and the FACE_HUGGER_JAR_ALIVE, which will</tt>
578<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; release a face hugger
579when shot. Please note that the other face hugger</tt>
580<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; objects, the FACE_HUGGER_EGG_HATCHED,
581FACE_HUGGER_EGG_UNHATCHED, and the</tt>
582<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; FACE_HUGGER_JAR_DEAD
583are only decorative objects, and do not spawn actual</tt>
584<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; face huggers, although
585they look exactly the same as the objects that do</tt>
586<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; when placed in a level.</tt>
587<p><tt>FBOMB_ICON1</tt>
588<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is the small ammo
589unit for the Fire Bomb. It gives the player 1</tt>
590<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; additional unit of ammo.
591Like all ammo, if it is connected to a</tt>
592<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; sensor or switch which
593is off, the ammo will be invisible, untouchable,</tt>
594<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; and unaffected by gravity,
595until the sensor or switch turns on.</tt>
596<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
597will be active.</tt>
598<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
599a sensor or switch and will be</tt>
600<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
601or switch is in an on state.</tt>
602<p><tt>FBOMB_ICON5</tt>
603<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is the large ammo
604unit for the Fire Bomb. It gives the player 5</tt>
605<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; additional units of
606ammo. Like all ammo, if it is connected to a</tt>
607<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; sensor or switch which
608is off, the ammo will be invisible, untouchable,</tt>
609<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; and unaffected by gravity,
610until the sensor or switch turns on.</tt>
611<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
612will be active.</tt>
613<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
614a sensor or switch and will be</tt>
615<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
616or switch is in an on state.</tt>
617<p><tt>FIRE_C</tt>
618<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is a wall of fire
619that damages the player when touched. It acts</tt>
620<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; similar to LAVA only
621with more range.</tt>
622<p><tt>FLYER</tt>
623<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is a flying robot,
624which can fire any of the 7 weapon types.</tt>
625<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; To change the weapon
626type, use the same method used for the ANT_ROOF.</tt>
627<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
628will be active.</tt>
629<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
630a sensor or switch and will be</tt>
631<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
632or switch is in an on state.</tt>
633<p><tt>FORCE_FIELD</tt>
634<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This object is a wall
635of energy which blocks the character from</tt>
636<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; crossing. This wall
637can be up to one screen in height. Position the</tt>
638<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; object at the top of
639where you want the wall.</tt>
640<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
641will be active (on or off depending).</tt>
642<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
643a sensor or switch and will be</tt>
644<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
645or switch is in an on state.</tt>
646<p><a NAME="G"></a><tt>GATE_AND</tt>
647<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Logic gates modify their
648state depending upon the states of their</tt>
649<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; links. A GATE_AND will
650turn on only when all of its links are in</tt>
651<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; the on state. This logic
652gate can have multiple links.</tt>
653<p><tt>GATE_DELAY</tt>
654<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Logic gates modify their
655state depending upon the states of their</tt>
656<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; links. A GATE_DELAY
657reflects the state of its link, however, it has</tt>
658<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; a user definable delay
659before it switches states. This logic gate</tt>
660<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; can have only one link.</tt>
661<p><tt>GATE_NOT</tt>
662<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Logic gates modify their
663state depending upon the states of their</tt>
664<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; links. The state of
665a GATE_NOT will always be the opposite of the</tt>
666<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; state of its link. A
667GATE_NOT only supports one link.</tt>
668<p><tt>GATE_OR</tt>
669<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Logic gates modify their
670state depending upon the states of their</tt>
671<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; links. A GATE_OR will
672be in the on state whenever any one of its</tt>
673<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; links are on, and is
674off only when all of its links are off. This</tt>
675<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; logic gate supports
676multiple links.</tt>
677<p><tt>GATE_PULSE</tt>
678<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Logic gates modify their
679state depending upon the states of their</tt>
680<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; links. A GATE_PULSE
681will, when switched on by its link, pulsate</tt>
682<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; between on and off states,
683with a user definable delay between</tt>
684<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; off states. This gate
685only supports one link.</tt>
686<p><tt>GATE_XOR</tt>
687<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Logic gates modify their
688state depending upon the states of their</tt>
689<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; links. A GATE_XOR switches
690on if and only if an odd number of its</tt>
691<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; links are on. That is,
692if there are two links, and one is on while</tt>
693<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; the other is off, the
694GATE_XOR will be on. If they were both off or</tt>
695<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; both on, then the GATE_XOR
696would be off. This gate supports multiple</tt>
697<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; links.</tt>
698<p><tt>GREEN_FLYER</tt>
699<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is a green flying
700robot, which can fire any of the 7 weapon</tt>
701<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; types. See ANT_ROOF
702for a description of how to change the weapon</tt>
703<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; type.</tt>
704<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
705will be active.</tt>
706<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
707a sensor or switch and will be</tt>
708<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
709or switch is in an on state.</tt>
710<p><tt>GRENADE_ICON10</tt>
711<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is the large ammo
712unit for the Grenade. It gives the player 10</tt>
713<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; additional units of
714ammo. Like all ammo, if is connected to a sensor</tt>
715<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; or switch which is off,
716the ammo will be invisible, untouchable, and</tt>
717<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; unaffected by gravity,
718until the sensor or switch turns on.</tt>
719<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
720will be active.</tt>
721<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
722a sensor or switch and will be</tt>
723<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
724or switch is in an on state.</tt>
725<p><tt>GRENADE_ICON2</tt>
726<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is the small ammo
727unit for the Grenade. It gives the player 5</tt>
728<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; additional units of
729ammo. Like all ammo, if is connected to a sensor</tt>
730<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; or switch which is off,
731the ammo will be invisible, untouchable, and</tt>
732<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; unaffected by gravity,
733until the sensor or switch turns on.</tt>
734<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
735will be active.</tt>
736<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
737a sensor or switch and will be</tt>
738<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
739or switch is in an on state.</tt>
740<p><a NAME="H"></a><tt>HEALTH</tt>
741<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is a heart icon.
742It increases your health by 5-20 points,</tt>
743<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; depending on difficulty
744level.</tt>
745<p><tt>HIDDEN_BACK_METAL, HIDDEN_BACK_METAL_BIG</tt>
746<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; These objects can work
747as decor to hide other foreground objects from</tt>
748<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; the player's sight.
749Other than that, they do nothing.</tt>
750<p><tt>HIDDEN_WALL1</tt>
751<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Hidden objects are used
752to hide secrets. They can be destroyed using</tt>
753<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; any of your weapons.
754Hidden walls can be made indestructible by</tt>
755<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; linking them up to sensors
756or switchs. When the switch or sensor</tt>
757<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; turns on, the hidden
758wall will self destruct, causing a lot</tt>
759<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; of damage to any aliens,
760and/or other hidden walls surrounding</tt>
761<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; it, but no damage to
762the player. This hidden wall looks like</tt>
763<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; a single wall tile.</tt>
764<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
765will be active.</tt>
766<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
767a sensor or switch and will be</tt>
768<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
769or switch is in an on state.</tt>
770<p><tt>HIDDEN_WALL2</tt>
771<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This hidden wall looks
772like a roof tile.</tt>
773<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
774will be active.</tt>
775<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
776a sensor or switch and will be</tt>
777<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
778or switch is in an on state.</tt>
779<p><tt>HIDDEN_WALL3</tt>
780<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This hidden wall looks
781like a gray block.</tt>
782<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
783will be active.</tt>
784<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
785a sensor or switch and will be</tt>
786<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
787or switch is in an on state.</tt>
788<p><tt>HIDDEN_WALL4</tt>
789<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This hidden wall looks
790like a floor tile.</tt>
791<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
792will be active.</tt>
793<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
794a sensor or switch and will be</tt>
795<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
796or switch is in an on state.</tt>
797<p><tt>HIDDEN_WALL5</tt>
798<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This hidden wall looks
799like a floor-to-wall connector.</tt>
800<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
801will be active.</tt>
802<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
803a sensor or switch and will be</tt>
804<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
805or switch is in an on state.</tt>
806<p><tt>HIDDEN_WALL_2x2</tt>
807<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This hidden wall looks
808like a 2x2 gray block.</tt>
809<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
810will be active.</tt>
811<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
812a sensor or switch and will be</tt>
813<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
814or switch is in an on state.</tt>
815<p><tt>HIDDEN_WALL_3FLR</tt>
816<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This hidden wall looks
817like a 3 tile wide floor tile.</tt>
818<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
819will be active.</tt>
820<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
821a sensor or switch and will be</tt>
822<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
823or switch is in an on state.</tt>
824<p><tt>HIDDEN_WALL_3TOP</tt>
825<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This hidden wall looks
826like a 3 tile wide roof tile.</tt>
827<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
828will be active.</tt>
829<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
830a sensor or switch and will be</tt>
831<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
832or switch is in an on state.</tt>
833<p><tt>HIDDEN_WALL_3WALL</tt>
834<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This hidden wall looks
835like a 3 tile wide wall tile.</tt>
836<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
837will be active.</tt>
838<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
839a sensor or switch and will be</tt>
840<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
841or switch is in an on state.</tt>
842<p><tt>HIDDEN_WALL_AFLR</tt>
843<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This hidden wall looks
844like an alien floor tile.</tt>
845<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
846will be active.</tt>
847<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
848a sensor or switch and will be</tt>
849<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
850or switch is in an on state.</tt>
851<p><a NAME="I"></a><tt>INDICATOR</tt>
852<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This object switches
853its color between red and green when it turns off</tt>
854<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; and on. It's useful
855for showing the player info about sensor states</tt>
856<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; or switch states.</tt>
857<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to a
858sensor or switch and will be</tt>
859<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
860or switch is in an on state.</tt>
861<p><a NAME="J"></a><tt>JUGGER (variations)</tt>
862<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is a walking or
863stationary robot which tosses grenades.</tt>
864<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Its AI modifies whether
865is walks or is stationary, and the angle</tt>
866<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; at which it throws the
867grenades.</tt>
868<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
869will be active.</tt>
870<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
871a sensor or switch and will be</tt>
872<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
873or switch is in an on state.</tt>
874<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The DROID_JUGGER looks
875like a DROID but acts like a JUGGER. Hmmm...</tt>
876<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; a robot with an identity
877crisis?</tt>
878<p><a NAME="L"></a><tt>LADDER</tt>
879<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; LADDERs allow the player
880to climb up and down. The LADDER must be</tt>
881<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; linked to another object
882to work. The LADDER marks the upper left</tt>
883<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; corner of the box the
884player can climb up in, and the other object</tt>
885<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; marks the lower right
886corner. When a player enters this box, they</tt>
887<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; can climb the ladder
888by pressing up. Note that a player is</tt>
889<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; considered to be in
890this box if his feet are.</tt>
891<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This object requies one
892and only 1 link to another object</tt>
893<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; (usually a marker) to
894function.</tt>
895<p><tt>LAMP_BIG, LAMP_EX1</tt>
896<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The LAMP_BIG is a decorative
897lamp, while the LAMP_EX1 is a lamp that</tt>
898<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; can be shot/destroyed.
899A sample level that uses both objects is</tt>
900<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; included in addon/claudio/t_lamp.spe,
901illustrating the lighting and</tt>
902<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; other possibilities
903that can be used for these objects.</tt>
904<p><tt>LAVA</tt>
905<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; LAVA constantly does
906damage to the player, for as long as they are</tt>
907<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; touching.</tt>
908<p><tt>LAVA2</tt>
909<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; LAVA2 damages quicker
910than the regular LAVA, and can actually</tt>
911<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; keep the player locked
912down.</tt>
913<p><tt>LIGHTHOLD</tt>
914<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; A LIGHTHOLD allows other
915objects to have lights attached to them.</tt>
916<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Simply link the LIGHTHOLD
917to the light and to the object you wish to</tt>
918<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; hold the light. The
919order in which these links are created does not</tt>
920<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; make a difference. The
921light will now follow the other object wherever</tt>
922<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; it goes. Remember to
923use the second method of linking for lights.</tt>
924<p><tt>LIGHTIN</tt>
925<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This object hurts the
926player when the lighting flashes. The speed is</tt>
927<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; user definable.</tt>
928<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
929will be active.</tt>
930<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
931a sensor or switch and will be</tt>
932<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
933or switch is in an on state.</tt>
934<p><tt>LRESTART_POSITION</tt>
935<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 'Leon's Restart Position'
936is similar to the normal one, except that</tt>
937<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; you cannot use them
938to refill your health unless you play on the</tt>
939<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; easiest difficulty level.
940It is a well-known trick that a normal</tt>
941<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; RESTART_POSITION does
942not save your health information, and upon</tt>
943<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; dying and returning
944to the save point, your health is restored. It</tt>
945<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; looks identical to the
946normal RESTART_POSITION.</tt>
947<p><tt>LSABER_ICON50</tt>
948<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is the small ammo
949unit for the Laser Saber. It gives</tt>
950<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; the player 50 additional
951units of ammo. Like all ammo, if it is</tt>
952<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; connected to a sensor
953or switch which is off, the ammo will be</tt>
954<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; invisible, untouchable,
955and unaffected by gravity, until the sensor</tt>
956<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; or switch turns on.</tt>
957<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
958will be active.</tt>
959<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
960a sensor or switch and will be</tt>
961<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
962or switch is in an on state.</tt>
963<p><tt>LSABER_ICON100</tt>
964<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is the large ammo
965unit for the Laser Saber. It gives</tt>
966<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; the player 100 additional
967units of ammo. Like all ammo, if it is</tt>
968<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; connected to a sensor
969or switch which is off, the ammo will be</tt>
970<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; invisible, untouchable,
971and unaffected by gravity, until the sensor</tt>
972<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; or switch turns on.</tt>
973<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
974will be active.</tt>
975<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
976a sensor or switch and will be</tt>
977<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
978or switch is in an on state.</tt>
979<p><tt><a href="mario.html">MARIO_OBJECTS</a></tt>
980<p><a NAME="M"></a><tt>MARKER</tt>
981<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; An object which does
982nothing, but can hold links for objects</tt>
983<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; which need to be linked
984to other objects such as the LADDER.</tt>
985<p><tt>MBULLET_ICON20</tt>
986<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is the large ammo
987unit for the Laser Rifle. It gives</tt>
988<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; the player 20 additional
989units of ammo. Like all ammo, if it is</tt>
990<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; connected to a sensor
991or switch which is off, the ammo will be</tt>
992<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; invisible, untouchable,
993and unaffected by gravity, until the sensor</tt>
994<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; or switch turns on.</tt>
995<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
996will be active.</tt>
997<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
998a sensor or switch and will be</tt>
999<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
1000or switch is in an on state.</tt>
1001<p><tt>MBULLET_ICON5</tt>
1002<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is the small ammo
1003unit for the Laser Rifle. It gives</tt>
1004<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; the player 5 additional
1005units of ammo. Like all ammo, if it is</tt>
1006<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; connected to a sensor
1007or switch which is off, the ammo will be</tt>
1008<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; invisible, untouchable,
1009and unaffected by gravity, until the sensor</tt>
1010<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; or switch turns on.</tt>
1011<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
1012will be active.</tt>
1013<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
1014a sensor or switch and will be</tt>
1015<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
1016or switch is in an on state.</tt>
1017<p><tt>MEDKIT</tt>
1018<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is a little medkit.
1019It increases your health by 5-20 points,</tt>
1020<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; depending on difficulty
1021level.</tt>
1022<p><a NAME="N"></a><tt>NEXT_LEVEL</tt>
1023<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; When the player activates
1024the NEXT_LEVEL object (by pressing the down</tt>
1025<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; arrow while touching
1026it), it will take the player to a level listed as</tt>
1027<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; a number in its AI.
1028To use the NEXT_LEVEL object it is necessary for</tt>
1029<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; the level to be in the
1030levels directory and use the naming convention</tt>
1031<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; "levelXX.spe", where
1032XX is any number from 0 to 99.</tt>
1033<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It is recommended that
1034you double link the NEXT_LEVEL to its top,</tt>
1035<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; NEXT_LEVEL_TOP. To double
1036link something means to link one object to</tt>
1037<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; another and that second
1038object back to the first.</tt>
1039<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; (Ed Note. I assume that
1040Crack Dot Com was going to add in a special</tt>
1041<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; animation for when the
1042player exited, but they never got around to</tt>
1043<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; making it... so this
1044last note can be disregarded, as can the note</tt>
1045<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; found below)</tt>
1046<p><tt>NEXT_LEVEL_TOP</tt>
1047<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The top part to the
1048NEXT_LEVEL. Should be linked to a NEXT_LEVEL</tt>
1049<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; object.</tt>
1050<p><a NAME="O"></a><tt>OBJ_HOLDER</tt>
1051<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This object is similar
1052to the LIGHTHOLD, but instead of attaching</tt>
1053<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; a light to an object,
1054it glues together two objects. This object is</tt>
1055<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; sensitive to the ordering
1056of the links. The first link is the object</tt>
1057<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; to be held. The second
1058link is the object which is holding the first.</tt>
1059<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; There is an optional
1060third link which, if it exists, will act as a</tt>
1061<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; trigger for the OBJ_HOLDER.
1062The object will be held only if this link</tt>
1063<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; is on.</tt>
1064<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Note that if the first
1065or second link is broken (which will happen if</tt>
1066<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; the object dies or is
1067deleted), the links will reorder themselves.</tt>
1068<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The OBJ_HOLDER has modifiable
1069AI for the displacement of the first</tt>
1070<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; object with respect
1071to the second object.</tt>
1072<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; An OBJ_HOLDER with no
1073links or one link will be deleted by the engine.</tt>
1074<p><tt>OBJ_MOVER</tt>
1075<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This object allows the
1076level designer create paths for objects to</tt>
1077<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; move on. It accepts
1078two links. The first link marks the endpoint</tt>
1079<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; for the path, and the
1080second is the object which is to be moved.</tt>
1081<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; By linking OBJ_MOVERs
1082in a circle, the object can be kept moving</tt>
1083<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; indefinitely. When the
1084OBJ_MOVER moves the object to its</tt>
1085<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; destination, the link
1086is then transfered to the end object, which</tt>
1087<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; in a chain of OBJ_MOVER
1088will then move the target object to the</tt>
1089<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; next link in the chain.
1090A chain composed of multiple OBJ_MOVERS</tt>
1091<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; can hold multiple target
1092objects, one for each pair of OBJ_MOVERS.</tt>
1093<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You can modify the speed
1094at which it will move in its AI.</tt>
1095<p><a NAME="P"></a><tt>PLASMA_ICON20</tt>
1096<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is the small ammo
1097unit for the Plasma Beam. It gives</tt>
1098<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; the player 20 additional
1099units of ammo. Like all ammo, if it is</tt>
1100<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; connected to a sensor
1101or switch which is off, the ammo will be</tt>
1102<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; invisible, untouchable,
1103and unaffected by gravity, until the sensor</tt>
1104<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; or switch turns on.</tt>
1105<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
1106will be active.</tt>
1107<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
1108a sensor or switch and will be</tt>
1109<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
1110or switch is in an on state.</tt>
1111<p><tt>PLASMA_ICON50</tt>
1112<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is the large ammo
1113unit for the Plasma Beam. It gives</tt>
1114<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; the player 50 additional
1115units of ammo. Like all ammo, if it is</tt>
1116<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; connected to a sensor
1117or switch which is off, the ammo will be</tt>
1118<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; invisible, untouchable,
1119and unaffected by gravity, until the</tt>
1120<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; sensor or switch turns
1121on.</tt>
1122<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
1123will be active.</tt>
1124<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
1125a sensor or switch and will be</tt>
1126<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
1127or switch is in an on state.</tt>
1128<p><tt>POINTER</tt>
1129<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; An object which does
1130nothing, but can be used to draw the players</tt>
1131<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; attention to certain
1132points in the level. It looks like a golden</tt>
1133<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; arrow.</tt>
1134<p><tt>POWER_FAST</tt>
1135<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Power icons, when collected,
1136augment the player's abilities. The</tt>
1137<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; player can only have
1138one power icon at a time. All power icons</tt>
1139<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; are activated by pressing
1140the right mouse button.</tt>
1141<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This power icon will
1142allow the player to move twice as fast as</tt>
1143<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; normal and jump higher.</tt>
1144<p><tt>POWER_FLY</tt>
1145<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Power icons, when collected,
1146augment the player's abilities. The</tt>
1147<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; player can only have
1148one power icon at a time. All power icons</tt>
1149<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; are activated by pressing
1150the right mouse button.</tt>
1151<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This power icon will
1152allow the player to fly.</tt>
1153<p><tt>POWER_HEALTH</tt>
1154<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Power icons, when collected,
1155augment the player's abilities. The</tt>
1156<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; player can only have
1157one power icon at a time. All power icons</tt>
1158<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; are activated by pressing
1159the right mouse button.</tt>
1160<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This power icon will
1161allow the player to have 200 health points.</tt>
1162<p><tt>POWER_NONE</tt>
1163<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Most power icons, when
1164collected, augment the player's abilities.</tt>
1165<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This one is an exception.
1166It is invisible during gameplay, but when</tt>
1167<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; walked across, the screen
1168flashes black momentarily. This can be a</tt>
1169<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; useful tool if your
1170level's gameplay can be augmented by having the</tt>
1171<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; player lose a power
1172item without gaining another one... i.e. after a</tt>
1173<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; flying section, you
1174use a POWER_NONE to make the player lose the</tt>
1175<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; flying ability so movement
1176through the corridors is easier.</tt>
1177<p><tt>POWER_SNEAKY</tt>
1178<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Power icons, when collected,
1179augment the player's abilities. The</tt>
1180<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; player can only have
1181one power icon at a time. All power icons</tt>
1182<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; are activated by pressing
1183the right mouse button.</tt>
1184<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This power icon will
1185allow the player to become paritally invisible.</tt>
1186<p><tt>PUSHER</tt>
1187<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This object will push
1188the player in the direction of the arrows.</tt>
1189<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The level designer can
1190change the strength at which it pushes the</tt>
1191<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; player in its AI.</tt>
1192<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
1193will be active.</tt>
1194<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
1195a sensor or switch and will be</tt>
1196<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
1197or switch is in an on state.</tt>
1198<p><a NAME="R"></a><tt>RESPAWNER</tt>
1199<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This object, like the
1200DEATH_RESPAWNER, spawns new objects. It has but</tt>
1201<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; one link, the object
1202it will respawn. There is a user definable delay</tt>
1203<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; between respawns in
1204its AI. An object is respawned only if it is</tt>
1205<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; deleted once spawned.
1206The object will be spawned at the location of</tt>
1207<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; the RESPAWNER. One use
1208of this object is to have infinite sources of</tt>
1209<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ammo and health in network
1210games.</tt>
1211<p><tt>RESTART_POSITION</tt>
1212<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This object functions
1213as a user activated save position in the game.</tt>
1214<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; When the levels tend
1215to be very large, it is necessary to put in</tt>
1216<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; RESTART_POSITIONs, so
1217that if the player dies, they do not have to</tt>
1218<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; start from the very
1219beginning again. In general, the more</tt>
1220<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; RESTART_POSITIONs a
1221level has the easier it is.</tt>
1222<p><tt>ROB1</tt>
1223<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; A large robot which
1224can chase you down halls. It has large spinning</tt>
1225<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; blades which are situated
1226in front of it, that do a decent amount of</tt>
1227<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; damage. It has user
1228definable speed and health settings in its AI.</tt>
1229<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
1230will be active.</tt>
1231<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
1232a sensor or switch and will be</tt>
1233<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
1234or switch is in an on state.</tt>
1235<p><tt>ROCKET_ICON2</tt>
1236<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is the small ammo
1237unit for the Rocket Launcher. It gives</tt>
1238<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; the player 2 additional
1239units of ammo. Like all ammo, if it is</tt>
1240<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; connected to a sensor
1241or switch which is off, the ammo will be</tt>
1242<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; invisible, untouchable,
1243and unaffected by gravity, until the sensor</tt>
1244<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; or switch turns on.</tt>
1245<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
1246will be active.</tt>
1247<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
1248a sensor or switch and will be</tt>
1249<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
1250or switch is in an on state.</tt>
1251<p><tt>ROCKET_ICON5</tt>
1252<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is the large ammo
1253unit for the Rocket Launcher. It gives</tt>
1254<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; the player 5 additional
1255units of ammo. Like all ammo, if it is</tt>
1256<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; connected to a sensor
1257or switch which is off, the ammo will be</tt>
1258<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; invisible, untouchable,
1259and unaffected by gravity, until the sensor</tt>
1260<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; or switch turns on.</tt>
1261<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
1262will be active.</tt>
1263<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
1264a sensor or switch and will be</tt>
1265<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
1266or switch is in an on state.</tt>
1267<p><tt>RUNG_B, RUNG_F</tt>
1268<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; A decorative black and
1269yellow set of bars that appears behind the</tt>
1270<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; player. The RUNG_F looks
1271the same, but it is drawn in front of the</tt>
1272<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; player, so the player
1273moves behind it.</tt>
1274<p><a NAME="S"></a><a NAME="Sensor"></a><tt>SENSOR</tt>
1275<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The sensor is the basic
1276triggering device. In addition to responding</tt>
1277<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; to the player's position,
1278a sensor can also be used to extend the</tt>
1279<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; range of other objects,
1280since sensors have the longest range. A sensor</tt>
1281<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; has on and off area
1282boxes. When the player enters the on area (green</tt>
1283<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; box) the sensor will
1284turn on and stay on until the player leaves the</tt>
1285<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; off area (red box).</tt>
1286<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Note that a player is
1287only in the box if his feet are.</tt>
1288<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The off area typically
1289encloses the on area, but this does not have</tt>
1290<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; to be the case. Each
1291of the areas is user definable in the sensor's</tt>
1292<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; AI.</tt>
1293<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Sensors do not processs
1294their links.</tt>
1295<p><tt>SENSOR_GRAVITY</tt>
1296<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; *Info on this object
1297coming soon!*</tt>
1298<p><tt>SENSOR_HEALTH</tt>
1299<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is a sensor that
1300can be used to give or take away health when the</tt>
1301<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; player's feet come in
1302contact with the sensor. It's very useful for</tt>
1303<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; making 'bottomless pits'
1304or for refilling the player's health at the</tt>
1305<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; beginning of a level/section.</tt>
1306<p><tt>SENSOR_LEVEL</tt>
1307<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Another handy new sensor,
1308this can be used to transport the player to</tt>
1309<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; a different level without
1310the use of a big burly NEXT_LEVEL structure.</tt>
1311<p><tt>SENSOR_TELEPORT</tt>
1312<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This sensor will teleport
1313the player to a different spot on the map.</tt>
1314<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Useful for making 'infinite
1315loops'. There is also an option in the AI</tt>
1316<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; for an 'Action Key'
1317meaning that if you toggle this option, the player</tt>
1318<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; will have to use the
1319SENSOR_TELEPORT by pressing the down arrow, just</tt>
1320<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; like with a TELE2 or
1321a TP_DOOR.</tt>
1322<p><tt>SENSORBEAM</tt>
1323<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is a decorative
1324red beam that looks like a smaller version of the</tt>
1325<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; FORCE_FIELD. When coupled
1326with a sensor (ideally of length = 7), it can</tt>
1327<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; be made to look like
1328it's triggering an object.</tt>
1329<p><tt>SHOULDER_LAMP</tt>
1330<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This looks like a small
1331little scope. When obtained, it acts like the</tt>
1332<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; POWER icons. It attaches
1333a light to the player. Perfect for those deep</tt>
1334<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; dark trench-type levels
1335or for those too lazy to add lots of lighting to</tt>
1336<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; their levels. You do
1337not have to use the right mouse button with</tt>
1338<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; this powerup.</tt>
1339<p><tt>SMART_PLAT_BIG</tt>
1340<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The smart platforms
1341are objects which require two links, typically</tt>
1342<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; (but not always) a pair
1343of sensors. If a link is on, it will travel to</tt>
1344<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; that linked object's
1345location. A third optional link will, if it</tt>
1346<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; exists, direct the platform
1347to be active or inactive, depending on the</tt>
1348<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; link's state (on will
1349activate, and off will deactivate). The speed of</tt>
1350<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; the platform can be
1351changed in its AI.</tt>
1352<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This platform is a big
1353techno looking platform.</tt>
1354<p><tt>SMART_PLAT_ELEV, SMART_PLAT_ELEV_SPACE</tt>
1355<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Try these objects with
1356the new space palette.</tt>
1357<p><tt>SMART_PLAT_MEDIUM</tt>
1358<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This platform is a medium-sized
1359techno looking platform.</tt>
1360<p><tt>SMART_PLAT_RED</tt>
1361<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This platform is a big
1362alien looking platform.</tt>
1363<p><tt>SMART_PLAT_SMALL</tt>
1364<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This platform is a small
1365techno looking platform.</tt>
1366<p><tt>SPACE_DOOR</tt>
1367<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This door acts just
1368like the SWITCH_DOOR, only it is made to fit in</tt>
1369<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; with the foreground
1370from the space palettes. Try out the sample</tt>
1371<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; level t_space.spe in
1372addon/claudio for examples of how this and other</tt>
1373<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; new objects and art
1374are used.</tt>
1375<p><tt>SPACE_DOOR_WIDE</tt>
1376<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This door acts just
1377like the TP_DOOR, only it is made to fit in</tt>
1378<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; with the foreground
1379from the space palettes. Try out the sample</tt>
1380<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; level t_space.spe in
1381addon/claudio for examples of how this and other</tt>
1382<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; new objects are used.
1383When this door opens, you can see the foreground</tt>
1384<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; tiles that lie behind
1385it... this can be used for artistic effect.</tt>
1386<p><tt>SPACE_SWITCH</tt>
1387<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This switch acts just
1388like the normal SWITCH, only it is made to</tt>
1389<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; fit in with the foreground
1390from the space palettes. Try out the</tt>
1391<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; sample level t_space.spe
1392in addon/claudio for examples of how this</tt>
1393<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; and other new objects
1394are used.</tt>
1395<p><tt>SPRAY_GUN</tt>
1396<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is a gun object
1397which, when active, will shoot out sprays of</tt>
1398<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; fire. It is capable
1399of shooting any of the weapon types. You can use</tt>
1400<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; the ANT_ROOF method
1401for altering the weapon type, or change it in the</tt>
1402<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; AI. The arc range and
1403firing speed are also user configurable.</tt>
1404<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You can use the number
1405keys to change the weapon type quickly.</tt>
1406<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
1407will NOT be active.</tt>
1408<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
1409a sensor or switch and will be</tt>
1410<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
1411or switch is in an on state.</tt>
1412<p><tt>SPRING</tt>
1413<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This object will allow
1414the player to jump higher than normal.</tt>
1415<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The longer the player
1416is in contact with the SPRING object</tt>
1417<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; the further it will
1418push them. The strength of the push is</tt>
1419<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; user definable.</tt>
1420<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
1421will be active.</tt>
1422<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
1423a sensor or switch and will be</tt>
1424<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
1425or switch is in an on state.</tt>
1426<p><tt>START</tt>
1427<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This object sets the
1428starting point for the player when the game</tt>
1429<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; is begun anew. If the
1430player is set behind objects when the game</tt>
1431<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; starts, then is nessecary
1432to raise this object and save the level</tt>
1433<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; again with the raised
1434START object.</tt>
1435<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; To raise objects, position
1436the mouse cursor over the object, and</tt>
1437<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; press &lt;>> (&lt;SHIFT>-&lt;.>).</tt>
1438<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It is possible to have
1439multiple starting points in a level. The</tt>
1440<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; game will start where
1441the last one was placed.</tt>
1442<p><tt>STEP</tt>
1443<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; A simple step that the
1444player can walk on.</tt>
1445<p><a NAME="Switch"></a><tt>SWITCH</tt>
1446<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is a user activated
1447object. It has two states, on and off.</tt>
1448<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Other objects reference
1449this object often, as it is a versatile tool.</tt>
1450<p><tt>SWITCH_BALL</tt>
1451<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is a user activated
1452object. It has two states, on and off.</tt>
1453<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It is similar to the
1454regular switch, but is activated when it is</tt>
1455<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; shot. It cannot be deactivated.</tt>
1456<p><tt>SWITCH_DELAY</tt>
1457<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This switch, once activated,
1458will revert back to its default state</tt>
1459<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; after a user definable
1460time delay. Its default state is off.</tt>
1461<p><tt>SWITCH_DIMMER</tt>
1462<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is the only object
1463that can modify lights. It requires two</tt>
1464<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; links, one to a switch
1465or any object which can change states</tt>
1466<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; (on or off), and the
1467other to a light which it modifies. Since</tt>
1468<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; light and object links
1469are different, you can link them in any</tt>
1470<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; order. The amount of
1471decrease in light can be set in the AI.</tt>
1472<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If you flip a SWITCH_DIMMER
1473around (press the &lt;x> key with your</tt>
1474<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; cursor over the SWITCH_DIMMER),
1475the light will grow instead of</tt>
1476<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; shrink. The SWITCH_DIMMER
1477will only activate when the object it is</tt>
1478<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; linked to is in the
1479on state.</tt>
1480<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
1481will NOT be active.</tt>
1482<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
1483a sensor or switch and will be</tt>
1484<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
1485or switch is in an on state.</tt>
1486<p><tt>SWITCH_DOOR</tt>
1487<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; A SWITCH_DOOR requires
1488one link. When this link is off, the</tt>
1489<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; SWITCH_DOOR will be
1490in a blocking state, but when on, the</tt>
1491<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; SWITCH_DOOR will be
1492in a non-blocking state.</tt>
1493<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to a
1494sensor or switch and will be</tt>
1495<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
1496or switch is in an on state.</tt>
1497<p><tt>SWITCH_MOVER</tt>
1498<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This object requires
1499two links, the first to the object which is</tt>
1500<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; to be moved and the
1501second to any object which can change states (on</tt>
1502<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; or off). When the second
1503object's state is on, the switch mover will</tt>
1504<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; move the first object
1505to the SWITCH_MOVER's current position. The</tt>
1506<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; engine will then delete
1507the SWITCH_MOVER.</tt>
1508<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; A SWITCH_MOVER with no
1509links will be deleted by the engine.</tt>
1510<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
1511a sensor or switch and will be</tt>
1512<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
1513or switch is in an on state.</tt>
1514<p><tt>SWITCH_ONCE</tt>
1515<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is a user activated
1516object. It has two states, on and off.</tt>
1517<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Other objects reference
1518this object often as it is a versatile</tt>
1519<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; tool. It can only be
1520switched ONCE.</tt>
1521<p><tt>SWITCH_TELEPORTER</tt>
1522<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; *Info on this object
1523coming soon!*</tt>
1524<p><a NAME="T"></a><tt>TELE2</tt>
1525<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is an object which
1526requires one link. When activated, it will</tt>
1527<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; teleport the player
1528to the postion of the object it is linked to.</tt>
1529<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; TELE2s can be linked
1530to each other, thus creating connections within</tt>
1531<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; levels which have no
1532direct connections.</tt>
1533<p><tt>TP_DOOR</tt>
1534<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; A TP_DOOR requires one
1535link. This link should be to another TP_DOOR.</tt>
1536<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; When the TP_DOOR is
1537activated, it will teleport the player to the</tt>
1538<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; TP_DOOR it is linked
1539to.</tt><tt></tt>
1540<p><tt>TP_DOOR_INVIS</tt>
1541<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; These work much like
1542the SENSOR_TELEPORTERs with their action key set</tt>
1543<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; to '1'. Just think of
1544it as an invisible teleporter. As with other</tt>
1545<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; objects of this type,
1546use foreground cues to give the impression of a</tt>
1547<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; door. Or, don't give
1548any cues and make some super fancy secret area.</tt>
1549<br><tt>&nbsp;</tt>
1550<br><tt>TRACK_GUN</tt>
1551<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This object, when active,
1552will track and shoot the player.&nbsp; Rate of</tt>
1553<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; fire and weapon type
1554are modifiable via its AI.&nbsp; You can use the</tt>
1555<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; number keys to change
1556the weapon type quickly.</tt>
1557<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
1558will be active.</tt>
1559<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
1560a sensor or switch and will be</tt>
1561<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
1562or switch is in an on state.</tt>
1563<p><tt>TRAIN_MSG</tt>
1564<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; When a player is near
1565this object, a preset message will be printed.</tt>
1566<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; These messages are defined
1567externally.</tt>
1568<p><tt>TRAP_DOOR2</tt>
1569<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; A door similar to the
1570SWITCH_DOOR, but this is used on the floor.</tt>
1571<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; (see SWITCH DOOR)</tt>
1572<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to a
1573sensor or switch and will be</tt>
1574<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
1575or switch is in an on state.</tt>
1576<p><tt>TRAP_DOOR3</tt>
1577<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; A door similar to the
1578SWITCH_DOOR, but this is used on the floor.</tt>
1579<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; (see SWITCH DOOR)</tt>
1580<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to a
1581sensor or switch and will be</tt>
1582<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
1583or switch is in an on state.</tt>
1584<p><tt>T_REX</tt>
1585<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; A fairly large dinosaur
1586creature that is like a quick, scary, pre-</tt>
1587<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; historic version of
1588the ROB1.</tt>
1589<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
1590will be active.</tt>
1591<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
1592a sensor or switch and will be</tt>
1593<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
1594or switch is in an on state.</tt>
1595<p><a NAME="W"></a><tt>WALK_ROB</tt>
1596<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Not to be mistaken with
1597the ROB1, this is a walking robot that acts</tt>
1598<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; like the DROID objects.
1599The Twisted Minds addon included with fRaBs</tt>
1600<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; has a variation on this
1601object that has a shield when it is not</tt>
1602<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; moving. In the future
1603I would like to make additional behaivoral</tt>
1604<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; changes to this object.</tt>
1605<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
1606will be active.</tt>
1607<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
1608a sensor or switch and will be</tt>
1609<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
1610or switch is in an on state.</tt>
1611<p><tt>WALK_ROB2</tt>
1612<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; A variant on the first
1613WALK_ROB, this fires quicker and walks faster.</tt>
1614<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You can't stand on it's
1615head like you can with the other WALK_ROB.</tt>
1616<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; However, when you kill
1617it, a little WALK_ROBHEAD will appear and fly</tt>
1618<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; around and shoot at
1619you.</tt>
1620<p><tt>WALK_ROBHEAD</tt>
1621<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is yet another
1622flying robot. I typically make them stronger than</tt>
1623<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; other small flying robots
1624by giving them rockets and a quicker firing</tt>
1625<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; rate. When you kill
1626a WALK_ROB2, these will just shoot the little</tt>
1627<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Pulse Shot (ai_type
16289).</tt>
1629<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
1630will be active.</tt>
1631<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
1632a sensor or switch and will be</tt>
1633<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
1634or switch is in an on state.</tt>
1635<p><tt>WATER</tt>
1636<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This decorative green
1637water does no damage to the player.</tt>
1638<p><tt>WATER_DEEP1, WATER_DEEP2, WATER_SURF1, WATER_SURF2</tt>
1639<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The WATER_DEEP and WATER_SURF
1640objects are gray, transparent running water</tt>
1641<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; objects that can be
1642lined up to make streams, lakes, and whatnot. The</tt>
1643<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; DEEP2/SURF2 objects
1644have a 3D-ish aspect that allows them to be lined up</tt>
1645<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; with the wall foreground
1646tiles, while the DEEP1/SURF1 objects are perfect</tt>
1647<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; rectangles. The SURF
1648objects have wavy tops, while the DEEP objects do not.</tt>
1649<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; These objects will damage
1650the player slightly upon contact.</tt>
1651<p><tt>WATER_FALL1</tt>
1652<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; A waterfall object that
1653is completely different from the WFALL</tt>
1654<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; and the WFALL2. It is
1655meant to be used with blue tiles, but even then it</tt>
1656<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; still looks pretty ugly.
1657The test level included in addon/claudio is not</tt>
1658<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; set up correctly with
1659the right foreground tiles. Basically, this is a</tt>
1660<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; useless object overall.</tt>
1661<p><tt>WEAP_DFRIS (variations)</tt>
1662<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; These act like the weapon
1663ammo objects in fRaBs. However, in the</tt>
1664<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Twisted Minds addon
1665you are required to find the weapons and then</tt>
1666<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; find the ammo for them.
1667See any of the ammo objects for details on</tt>
1668<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; how these work. (Ed.
1669note: As a rule, for normal levels I use the</tt>
1670<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; regular ammo objects.)</tt>
1671<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; There is a WEAP_OBJECT
1672for each of the 8 weapons in fRaBs.</tt>
1673<p><tt>WFALL, WGRILL</tt>
1674<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The WFALL is a medium-sized
1675green decorative waterfall. It looks best</tt>
1676<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; when used in conjunction
1677with the WGRILL.</tt>
1678<p><tt>WFALL2 (variations)</tt>
1679<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is a slender, green
1680waterfall. Both this and the SEWER_FALL_THIN</tt>
1681<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; are identical, but are
1682both included for the sake of compatibility with</tt>
1683<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; older Abuse levels.</tt>
1684<p><tt>WHO</tt>
1685<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Another type of flying
1686robot, with the same attributes as the FLYER.</tt>
1687<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; (see FLYER) However,
1688these do not have the ai_type variable, so they</tt>
1689<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; end up only shooting
1690the pulse shot (ai_type 9).</tt>
1691<p><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it has no links it
1692will be active.</tt>
1693<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It can be linked to
1694a sensor or switch and will be</tt>
1695<br><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; activated when the sensor
1696or switch is in an on state.</tt>
1697<p><a href="editor.html">Back to the Level Editing tutorial --></a>
1698<p><font color="#FFFFFF">Justin Cassidy</font>
1699<br><a href="mailto: messiah15@*spam-me-and-die*dog.com">messiah15@dog.com</a>
1700<p><img SRC="../images/ssig.GIF" NOSAVE height=17 width=20>
1701</body>
1702</html>
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