1 | <!doctype html public "-//w3c//dtd html 4.0 transitional//en">
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2 | <html>
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3 | <head>
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4 | <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
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5 | <meta name="Author" content="Justin Cassidy">
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6 | <meta name="GENERATOR" content="Mozilla/4.75 [en] (Win98; U) [Netscape]">
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7 | <title>The Free Abuse Project</title>
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8 | </head>
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9 | <body text="#FFFFFF" bgcolor="#000000" link="#C0C0C0" vlink="#666666" alink="#C0C0C0" background="../images/jmc.jpg" nosave>
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10 | <font color="#FFFFFF"><u><font size=+4>fRaBs</font></u><i>
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11 | objects</i></font>
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12 | <br><a href="../index.html">Main</a><i><font color="#FFFFFF"> - </font></i><a href="updates.html">Updates</a><i><font color="#FFFFFF">
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13 | - </font></i><a href="single.html">Single Player</a><i><font color="#FFFFFF">
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14 | - </font></i><a href="dm.html">Deathmatch</a><i><font color="#FFFFFF">
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15 | - </font></i><a href="editor.html">Level Editing</a><i><font color="#FFFFFF">
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16 | - </font></i><a href="faq.html">FAQ</a><i><font color="#FFFFFF"> - </font></i><a href="credits.html">Credits</a><i><font color="#FFFFFF">
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17 | - </font></i><a href="links.html">Links</a>
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18 | <p><tt>------------------------------------------------------------------------</tt>
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19 | <br><tt>[2.d] Object List</tt>
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20 | <br><tt>------------------------------------------------------------------------</tt>
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21 | <p><tt>Some objects which have on/off states will change their color to
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22 | reflect</tt>
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23 | <br><tt>these states. Green, of course, means on, while red means off.
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24 | The</tt>
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25 | <br><tt>following objects do this :</tt>
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26 | <br><tt> <a href="#Sensor">Sensor</a></tt>
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27 | <br><tt> <a href="#D">Death_respawner</a></tt>
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28 | <br><tt> <a href="#D">Death_sensor</a></tt>
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29 | <br><tt> <a href="#G">All of the logic gates</a></tt>
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30 | <br><tt> <a href="#I">Indicator</a></tt>
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31 | <br><tt> <a href="#Switch">Switch</a></tt>
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32 | <p><tt>There are a few objects that can be confusingly named in fRaBs,
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33 | such as</tt>
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34 | <br><tt>ANTCRACK2 and ANT_CRACK_NEW, and other variations. These variations
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35 | will</tt>
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36 | <br><tt>be described under one listing, such as <a href="#ANT_CRACK">ANT_CRACK</a>.
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37 | The new ants such as</tt>
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38 | <br><tt>the ANT_JUMP and the ANT will all be listed under <a href="#ANT_ROOF">ANT_ROOF</a>,
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39 | the original</tt>
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40 | <br><tt>object in which these slightly different objects are derived from.</tt>
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41 | <p><tt>Another important note to remember with lots of these enemies is
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42 | that you</tt>
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43 | <br><tt>can modify their AI to have them shoot a variation of weapon types,
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44 | which</tt>
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45 | <br><tt>are often referred to as ai_types. A list of the various ai_types
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46 | can be</tt>
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47 | <br><tt>found with the description of the ANT_CRACK objects.</tt>
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48 | <p><tt>Now let's take a look at the objects.</tt>
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49 | <p><tt><font size=+2><a href="#A">A</a> - <a href="#B">B</a> - <a href="#C">C</a>
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50 | - <a href="#D">D</a> - <a href="#E">E</a> - <a href="#F">F</a> - <a href="#G">G</a>
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51 | - <a href="#H">H</a> - <a href="#I">I</a> - <a href="#J">J</a> - K - <a href="#L">L</a>
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52 | - <a href="#M">M</a></font></tt>
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53 | <br><tt><font size=+2><a href="#N">N</a> - <a href="#O">O</a> - <a href="#P">P</a>
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54 | - Q - <a href="#R">R</a> - <a href="#S">S</a> - <a href="#T">T</a> - U
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55 | - V - <a href="#W">W</a> - X - Y - Z</font></tt>
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56 | <p><a NAME="A"></a><tt>ALIEN_DRONE (variations)</tt>
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57 | <br><tt> This is an alien drone
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58 | taken from the Aliens movies, for the Aliens</tt>
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59 | <br><tt> Abuse addon. It acts
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60 | similar to the ant objects, although this one has</tt>
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61 | <br><tt> the ability to push
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62 | the player around upon contact and it does not fire</tt>
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63 | <br><tt> a weapon, although in
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64 | the future it may.</tt>
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65 | <p><tt> If it has no links it
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66 | will be active.</tt>
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67 | <br><tt> It can be linked to
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68 | a sensor or switch and will be</tt>
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69 | <br><tt> activated when the sensor
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70 | or switch is in an on state.</tt>
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71 | <p><tt> The ALIEN_WARRIOR is
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72 | a larger version of the alien drone.</tt>
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73 | <p><tt>AMBIENT_SOUND (variations)</tt>
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74 | <br><tt> AMBIENT_SOUNDs are played
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75 | continuously with a user definable delay</tt>
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76 | <br><tt> and volume. They have
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77 | a range of 500 pixels. Volume is highest at the</tt>
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78 | <br><tt> point of origin, and
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79 | diminishes with distance. You can use the</tt>
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80 | <br><tt> number keys to change
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81 | the sound type quickly. Use SHIFT-number key</tt>
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82 | <br><tt> to get more of the sound
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83 | effects.</tt>
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84 | <p><tt> It can be linked to a
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85 | sensor or switch and will be</tt>
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86 | <br><tt> activated when the sensor
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87 | or switch is in an on state.</tt>
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88 | <p><tt> AMBIENT_SOUND2 uses different
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89 | sound effects than AMBIENT_SOUND. These</tt>
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90 | <br><tt> sounds are located in
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91 | addon/leon.</tt>
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92 | <p><a NAME="ANT_CRACK"></a><tt>ANT_CRACK (variations)</tt>
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93 | <br><tt> An ANT_CRACK is an irregular
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94 | object from which any number and type of</tt>
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95 | <br><tt> aliens can come bursting
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96 | forth. The user can set the number and type</tt>
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97 | <br><tt> of aliens by accessing
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98 | the extended AI options. The alien types</tt>
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99 | <br><tt> (ai_types) are as follows
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100 | :</tt>
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101 | <p><tt> 0 = yellow-white fast
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102 | Laser shot</tt>
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103 | <br><tt> 1 = golden-orange slow
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104 | Laser shot</tt>
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105 | <br><tt> 2 = Grenade</tt>
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106 | <br><tt> 3 = Rocket</tt>
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107 | <br><tt> 4 = Plasma</tt>
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108 | <br><tt> 5 = Fire Bomb</tt>
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109 | <br><tt> 6 = Death Frizbee (may
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110 | cause errors)</tt>
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111 | <br><tt> 7 = Laser Saber</tt>
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112 | <br><tt> 8 = Nothing</tt>
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113 | <br><tt> 9 = Pulse shot (Flyers
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114 | shoot these... with ants the game may crash)</tt>
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115 | <br><tt> 10 = Nothing</tt>
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116 | <br><tt> 11 = quick white Laser shot</tt>
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117 | <br><tt> 12 = three white Laser shots</tt>
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118 | <br><tt> 13 = five white Laser shots</tt>
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119 | <br><tt> 50 = green 'acid' laser (may/may
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120 | not work)</tt>
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121 | <p><tt> You can also press a
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122 | number key while the cursor is on the ant to</tt>
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123 | <br><tt> quickly change the type
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124 | of weapon it fires.</tt>
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125 | <p><tt> If it has no links it
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126 | will NOT be active.</tt>
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127 | <br><tt> It can be linked to
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128 | a sensor or switch and will be</tt>
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129 | <br><tt> activated when the sensor
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130 | or switch is in an on state.</tt>
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131 | <p><tt> (Leon's variations)</tt>
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132 | <p><tt> A couple of interesting
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133 | takes on the ANT_CRACK idea are the 'anthole'</tt>
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134 | <br><tt> objects. The ANTHOLE
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135 | and the ANTCRACK2 are objects that will create a</tt>
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136 | <br><tt> new ant for every ant
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137 | you kill, allowing for a max ants variable that</tt>
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138 | <br><tt> tells the ANTHOLE that
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139 | if there are less than N objects on screen, it</tt>
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140 | <br><tt> needs to spawn another
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141 | ant. There is also a delay variable that will</tt>
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142 | <br><tt> make the ANTHOLE wait
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143 | for a certain period of time before the next ant</tt>
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144 | <br><tt> is created. Like the
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145 | ANT_CRACK, the ants these 'anthole' objects spawn</tt>
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146 | <br><tt> have a user-definable
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147 | ai_type. The ANTCRACK2 looks like a regular</tt>
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148 | <br><tt> ANT_CRACK and has the
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149 | ants jumping out of a crack, while the ANTHOLE</tt>
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150 | <br><tt> spawns falling ants,
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151 | similar to an ANT_ROOF with the hiden variable</tt>
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152 | <br><tt> set to 1.</tt>
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153 | <p><tt> It is important to distinguish
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154 | the ANTCRACK2 from the ANT_CRACK_NEW</tt>
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155 | <br><tt> object, which acts exactly
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156 | like a normal ANT_CRACK except that the ants</tt>
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157 | <br><tt> it spews leave corpses
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158 | behind when they die. Finally, there is one last</tt>
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159 | <br><tt> object, the ANT_CRACK_HIDDEN,
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160 | which is an invisible version of the</tt>
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161 | <br><tt> normal ANT_CRACK. During
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162 | edit mode, both of these are indistinguishable</tt>
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163 | <br><tt> from regular ANT_CRACKs,
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164 | but in the case of the ANT_CRACK_HIDDEN, it</tt>
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165 | <br><tt> is invisible during
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166 | actual gameplay.</tt>
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167 | <p><a NAME="ANT_ROOF"></a><tt>ANT_ROOF (variations)</tt>
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168 | <br><tt> An ANT_ROOF is an alien
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169 | whose normal state is a invulnerable coccon.</tt>
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170 | <br><tt> Usually placed on the
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171 | roof, hence its name. It will activate when</tt>
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172 | <br><tt> the player comes within
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173 | range when UNDERNEATH it. It will not activate</tt>
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174 | <br><tt> if the player is above
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175 | it, even when in range. An ANT_ROOF can be of</tt>
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176 | <br><tt> any type of alien. To
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177 | change its type, place the mouse cursor over the</tt>
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178 | <br><tt> alien of your choice,
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179 | watching for a grey bounding box to be drawn.</tt>
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180 | <br><tt> Once you are over the
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181 | alien press any of the number keys from 1-7 to</tt>
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182 | <br><tt> change the alien type,
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183 | refer above to alien type and number. For the</tt>
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184 | <br><tt> newer alien types, go
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185 | to the AI menu and change the ai_type field</tt>
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186 | <br><tt> manually. The hiden
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187 | variable can be used to make the ant cocoon</tt>
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188 | <br><tt> invisible until activated;
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189 | this function replaces the older object, the</tt>
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190 | <br><tt> HIDDEN_ANT, that was
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191 | found in previous versions of Abuse.</tt>
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192 | <p><tt> If it has no links it
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193 | will be active.</tt>
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194 | <br><tt> It can be linked to
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195 | a sensor or switch and will be</tt>
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196 | <br><tt> activated when the sensor
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197 | or switch is in an on state.</tt>
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198 | <p><tt> (Leon's variations)</tt>
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199 | <p><tt> There are many new variations
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200 | on the ANT_ROOF concept, designed for ants</tt>
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201 | <br><tt> that have different
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202 | patterns of behavior. There is an object called ANT</tt>
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203 | <br><tt> that acts the same as
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204 | an ANT_ROOF, and even behaves the same, but it has</tt>
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205 | <br><tt> the probability of leaving
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206 | a bloody corpse when it dies, rather than just</tt>
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207 | <br><tt> exploding like your
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208 | run-of-the-mill ANT_ROOF. If you like the corpses that</tt>
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209 | <br><tt> ants leave behind, you
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210 | may want to start using the ANT object rather than</tt>
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211 | <br><tt> the ANT_ROOF for your
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212 | levels. Keep in mind, however, that these new</tt>
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213 | <br><tt> variations and other
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214 | objects will only work when you play your level in</tt>
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215 | <br><tt> fRaBs (or a version
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216 | of Abuse that has the new LISP integrated correctly).</tt>
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217 | <p><tt> Some of the new ants,
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218 | such as the ANT_JUMPER, actually act differently. As</tt>
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219 | <br><tt> the name would suggest,
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220 | these ones like to hop around. Some names aren't</tt>
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221 | <br><tt> as obvious, however.
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222 | The ANT_TOUGH is an ant that does not 'fall back'</tt>
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223 | <br><tt> when it is shot, and
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224 | it fires in quick, unpredictable bursts. In addition,</tt>
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225 | <br><tt> this one doesn't climb
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226 | on walls and it has a tougher skin. An ANT_TOUGH</tt>
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227 | <br><tt> with 20 health will
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228 | be much harder to kill than an ANT_ROOF with similar</tt>
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229 | <br><tt> attributes. Look in
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230 | /addon/leon/ and run leon.bat to see some levels that</tt>
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231 | <br><tt> use grey ANT_TOUGH objects
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232 | as end-of-level bosses.</tt>
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233 | <p><tt> The ANT_GREATER2 is a
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234 | faster version of the ANT_ROOF that does not get</tt>
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235 | <br><tt> immobilized when shot
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236 | and doesn't climb on walls, similar to the ANT_TOUGH.</tt>
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237 | <br><tt> However, it doesn't
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238 | shoot as much as the ANT_TOUGH. They're a suprise pest</tt>
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239 | <br><tt> though, because the
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240 | player will be wondering why the ants are moving so</tt>
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241 | <br><tt> quickly all of a sudden.
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242 | :)</tt>
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243 | <p><tt> The ANT_PRED is an ant
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244 | that is invisible to the player. Think of an</tt>
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245 | <br><tt> ANT_ROOF that got the
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246 | POWER_SNEAKY item and you have an ANT_PRED. You can</tt>
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247 | <br><tt> get a similar effect
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248 | from the ANT_ROOF by setting the fade variable to 15</tt>
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249 | <br><tt> in it's AI.</tt>
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250 | <p><tt> One interesting characteristic
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251 | of these new ANT_ROOF variations is the</tt>
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252 | <br><tt> new variables in their
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253 | AI, called 'class specific var1'(2)(3). The effects</tt>
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254 | <br><tt> of these variables are
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255 | not fully known/documented. The first class specific</tt>
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256 | <br><tt> variable is interesting,
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257 | though. By setting the ant's health to X and the</tt>
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258 | <br><tt> 'class specific var1'
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259 | to 20, the ant's health actually becomes 20X. This is</tt>
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260 | <br><tt> useful, because previously
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261 | the ants had a max health of something in the</tt>
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262 | <br><tt> 12,000 range, but by
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263 | using a large 'class specific var1' there is no real</tt>
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264 | <br><tt> limit to how much life
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265 | you can give an ant. This is one way to offset the</tt>
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266 | <br><tt> strength of the BFG
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267 | in a level - simply give the ants a whole lot of health</tt>
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268 | <br><tt> by using the different
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269 | variations and their class var.</tt>
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270 | <p><tt>ANT_SHIP</tt>
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271 | <br><tt> The ANT_SHIP is a flying
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272 | behemoth, driven by a single tiny ant. It has a</tt>
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273 | <br><tt> customizable ai_type,
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274 | but once it is shot it will cycle through a few</tt>
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275 | <br><tt> different ai_types until
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276 | it dies. Watch out, because before it dies</tt>
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277 | <br><tt> the player is subject
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278 | to be shot with firebomb. It can be a formidable</tt>
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279 | <br><tt> opponent.</tt>
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280 | <p><tt> If it has no links it
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281 | will be active.</tt>
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282 | <br><tt> It can be linked to
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283 | a sensor or switch and will be</tt>
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284 | <br><tt> activated when the sensor
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285 | or switch is in an on state.</tt>
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286 | <p><a NAME="B"></a><tt>BIG_BOMB</tt>
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287 | <br><tt> A really big bomb which
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288 | is triggered by a sensor or switch.</tt>
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289 | <br><tt> It has a user definable
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290 | delay which can be set in its AI.</tt>
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291 | <br><tt> It can kill the player
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292 | if they are in range of its blast, which is</tt>
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293 | <br><tt> not very large. They
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294 | can be chained together by linking them</tt>
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295 | <br><tt> sequentially. If placed
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296 | with no links, the bomb will explode on its</tt>
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297 | <br><tt> own.</tt>
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298 | <p><tt> If it has no links it
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299 | will be active.</tt>
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300 | <br><tt> It can be linked to
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301 | a sensor or switch and will be</tt>
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302 | <br><tt> activated when the sensor
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303 | or switch is in an on state.</tt>
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304 | <p><tt>BLOCK</tt>
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305 | <br><tt> A BLOCK is just an object
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306 | which can be hurt, but otherwise</tt>
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307 | <br><tt> only blocks the player.
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308 | The player can walk on BLOCKs. BLOCKs have a</tt>
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309 | <br><tt> health of 30.</tt>
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310 | <p><tt> It ignores all links.</tt>
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311 | <p><tt>BOULDER</tt>
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312 | <br><tt> A BOULDER is a huge,
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313 | spiked ball. If dropped from a height, it</tt>
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314 | <br><tt> will bounce on the floor
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315 | doing damage to anything beneath it,</tt>
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316 | <br><tt> including aliens, HIDDEN
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317 | tiles, players, and anything else</tt>
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318 | <br><tt> capable of being hurt.
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319 | Its x and y velocity can be modified in</tt>
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320 | <br><tt> its AI. It can be killed.</tt>
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321 | <p><tt> If it has no links it
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322 | will be active.</tt>
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323 | <br><tt> It can be linked to
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324 | a sensor or switch and will be</tt>
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325 | <br><tt> activated when the sensor
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326 | or switch is in an on state.</tt>
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327 | <p><tt>BOMB</tt>
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328 | <br><tt> This is a smaller version
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329 | of the BIG_BOMB and does the same thing,</tt>
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330 | <br><tt> but has a weaker and
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331 | smaller explosion. See BIG_BOMB above.</tt>
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332 | <p><tt> If it has no links it
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333 | will be active.</tt>
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334 | <br><tt> It can be linked to
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335 | a sensor or switch and will be</tt>
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336 | <br><tt> activated when the sensor
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337 | or switch is in an on state.</tt>
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338 | <p><a NAME="C"></a><tt>CONC</tt>
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339 | <br><tt> This is a mine. When
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340 | touched by the player, it explodes, causing</tt>
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341 | <br><tt> damage. Otherwise it
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342 | will just sit there waiting for the player.</tt>
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343 | <br><tt> Typically placed on
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344 | the floor.</tt>
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345 | <p><tt> If it has no links it
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346 | will be active.</tt>
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347 | <br><tt> It can be linked to
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348 | a sensor or switch and will be</tt>
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349 | <br><tt> activated when the sensor
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350 | or switch is in an on state.</tt>
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351 | <br>
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352 | <p><tt>CONC_AIR</tt>
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353 | <br><tt> This is a air mine.
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354 | Essentially the same as the CONC mine, except</tt>
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355 | <br><tt> it looks different.
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356 | Typically placed in the air.</tt>
|
---|
357 | <p><tt> If it has no links it
|
---|
358 | will be active.</tt>
|
---|
359 | <br><tt> It can be linked to
|
---|
360 | a sensor or switch and will be</tt>
|
---|
361 | <br><tt> activated when the sensor
|
---|
362 | or switch is in an on state.</tt>
|
---|
363 | <p><a NAME="D"></a><tt>DEATH_RESPAWNER</tt>
|
---|
364 | <br><tt> The DEATH_RESPAWNER
|
---|
365 | will spawn a new object at the location of another</tt>
|
---|
366 | <br><tt> object, when that object
|
---|
367 | dies. For example, if linked to an alien, a</tt>
|
---|
368 | <br><tt> user chosen object will
|
---|
369 | appear where that alien died. This can be</tt>
|
---|
370 | <br><tt> useful for creating
|
---|
371 | types of puzzles where the player must kill a</tt>
|
---|
372 | <br><tt> certain alien. This
|
---|
373 | object can only be used on the alien objects.</tt>
|
---|
374 | <p><tt> The linking order is
|
---|
375 | as follows:</tt>
|
---|
376 | <p><tt>
|
---|
377 | First, link the DEATH_RESPAWNER to the object you want to</tt>
|
---|
378 | <br><tt>
|
---|
379 | be respawned.</tt>
|
---|
380 | <p><tt>
|
---|
381 | Next, link the DEATH_RESPAWNER to any number of aliens (ANTs).</tt>
|
---|
382 | <p><tt>DEATH_SENSOR</tt>
|
---|
383 | <br><tt> This object, like all
|
---|
384 | other sensors, has two states : on and off.</tt>
|
---|
385 | <br><tt> Whenever the object
|
---|
386 | this sensor is linked to dies, or is deleted</tt>
|
---|
387 | <br><tt> (which is the case with
|
---|
388 | ammo and health), the sensor will switch to an</tt>
|
---|
389 | <br><tt> on state. It can have
|
---|
390 | multiple links. If it does, the sensor will</tt>
|
---|
391 | <br><tt> switch to the on state
|
---|
392 | only when all of the objects it has been linked</tt>
|
---|
393 | <br><tt> to are dead or deleted.</tt>
|
---|
394 | <p><tt>DEATH_SKULL</tt>
|
---|
395 | <br><tt> These rotating skulls
|
---|
396 | fly around, occupied by an odd whirring sound.</tt>
|
---|
397 | <br><tt> An example of how they
|
---|
398 | work can be found by loading the level t_skull.spe</tt>
|
---|
399 | <br><tt> in addon/claudio. They
|
---|
400 | act similar to the ANT_SHIP and the DEATH_UMBRELLA</tt>
|
---|
401 | <br><tt> but there are a few
|
---|
402 | important differences. Firstly, they only shoot the</tt>
|
---|
403 | <br><tt> Pulse Shot and when
|
---|
404 | weakened, they resort to the Firebomb. Upon being shot</tt>
|
---|
405 | <br><tt> or damaged, they are
|
---|
406 | enveloped in fire, but they are not dead yet. Keep</tt>
|
---|
407 | <br><tt> shooting at the flames
|
---|
408 | before they get a chance to pound you with the</tt>
|
---|
409 | <br><tt> Firebomb.</tt>
|
---|
410 | <p><tt> If it has no links it
|
---|
411 | will be active.</tt>
|
---|
412 | <br><tt> It can be linked to
|
---|
413 | a sensor or switch and will be</tt>
|
---|
414 | <br><tt> activated when the sensor
|
---|
415 | or switch is in an on state.</tt>
|
---|
416 | <p><tt>DEATH_UMBRELLA</tt>
|
---|
417 | <br><tt> (Ed. Note: Out of all
|
---|
418 | the new addons and enemies, this one is probably</tt>
|
---|
419 | <br><tt> my favorite... it's
|
---|
420 | just cool looking, and it hovers perfectly!)</tt>
|
---|
421 | <p><tt> This is a classic enemy
|
---|
422 | - a 3d-ish UFO flies around and shoots you</tt>
|
---|
423 | <br><tt> with varying weaponry.
|
---|
424 | In fRaBs, the new Level00 starts you in the midst</tt>
|
---|
425 | <br><tt> of a forest (Justin's
|
---|
426 | favorite foreground/background art) and you're</tt>
|
---|
427 | <br><tt> being approached by
|
---|
428 | the DEATH_UMBRELLA, with it's distinct metal rattling</tt>
|
---|
429 | <br><tt> (Justin's favorite enemy).
|
---|
430 | It acts very similar to the ANT_SHIP in that</tt>
|
---|
431 | <br><tt> it has an ai_type option,
|
---|
432 | but it shoots varying weapons. However, the</tt>
|
---|
433 | <br><tt> varying weapons it shoots
|
---|
434 | are different than the ANT_SHIP... it cycles</tt>
|
---|
435 | <br><tt> through the weapons
|
---|
436 | in a different order, although it ends on a hot note:</tt>
|
---|
437 | <br><tt> the firebomb. Therefore,
|
---|
438 | caution is advised.</tt>
|
---|
439 | <p><tt> If it has no links it
|
---|
440 | will be active.</tt>
|
---|
441 | <br><tt> It can be linked to
|
---|
442 | a sensor or switch and will be</tt>
|
---|
443 | <br><tt> activated when the sensor
|
---|
444 | or switch is in an on state.</tt>
|
---|
445 | <p><tt>DECO_ANTBODY (variations)</tt>
|
---|
446 | <br><tt> In the event that you
|
---|
447 | wish to decorate your levels with ant corpses,</tt>
|
---|
448 | <br><tt> fRaBs has a wide variety
|
---|
449 | of objects that will suit your needs. Use the</tt>
|
---|
450 | <br><tt> ai_type variable to
|
---|
451 | change their color.</tt>
|
---|
452 | <p><tt> DECO_ANTBODY - Some guts
|
---|
453 | and a leg.</tt>
|
---|
454 | <br><tt> DECO_ANTBODY2 - A sitting
|
---|
455 | ant (presumably dead).</tt>
|
---|
456 | <br><tt> DECO_ANTBODY3 - The
|
---|
457 | pulsating corpse of a slain ant.</tt>
|
---|
458 | <br><tt> DECO_ANTHANG - A tattered
|
---|
459 | ant hanging from above.</tt>
|
---|
460 | <br><tt> DECO_ANTSIT - This sitting
|
---|
461 | ant nods it's head every now and again.</tt>
|
---|
462 | <p><tt>DFRIS_ICON10</tt>
|
---|
463 | <br><tt> This is the large ammo
|
---|
464 | unit for the Death Frizbee. It gives the player</tt>
|
---|
465 | <br><tt> 10 additional units
|
---|
466 | of ammo. Like all ammo, if it is connected to a</tt>
|
---|
467 | <br><tt> sensor or switch which
|
---|
468 | is off, the ammo will be invisible, untouchable,</tt>
|
---|
469 | <br><tt> and unaffected by gravity,
|
---|
470 | until the sensor or switch turns on.</tt>
|
---|
471 | <p><tt> If it has no links it
|
---|
472 | will be active.</tt>
|
---|
473 | <br><tt> It can be linked to
|
---|
474 | a sensor or switch and will be</tt>
|
---|
475 | <br><tt> activated when the sensor
|
---|
476 | or switch is in an on state.</tt>
|
---|
477 | <p><tt>DFRIS_ICON4</tt>
|
---|
478 | <br><tt> This is the small ammo
|
---|
479 | unit for the Death Frizbee. It gives the player</tt>
|
---|
480 | <br><tt> 4 additional units of
|
---|
481 | ammo. Like all ammo, if it is connected to a</tt>
|
---|
482 | <br><tt> sensor or switch which
|
---|
483 | is off, the ammo will be invisible, untouchable,</tt>
|
---|
484 | <br><tt> and unaffected by gravity,
|
---|
485 | until the sensor or switch turns on.</tt>
|
---|
486 | <p><tt> If it has no links it
|
---|
487 | will be active.</tt>
|
---|
488 | <br><tt> It can be linked to
|
---|
489 | a sensor or switch and will be</tt>
|
---|
490 | <br><tt> activated when the sensor
|
---|
491 | or switch is in an on state.</tt>
|
---|
492 | <p><tt>DRAY_ICON4</tt>
|
---|
493 | <br><tt> This is the small ammo
|
---|
494 | unit for the Death Ray. It gives the player</tt>
|
---|
495 | <br><tt> 4 additional units of
|
---|
496 | ammo. Like all ammo, if it is connected to a</tt>
|
---|
497 | <br><tt> sensor or switch which
|
---|
498 | is off, the ammo will be invisible, untouchable,</tt>
|
---|
499 | <br><tt> and unaffected by gravity,
|
---|
500 | until the sensor or switch turns on. Note</tt>
|
---|
501 | <br><tt> that putting this weapon
|
---|
502 | in a level may severely change the gameplay</tt>
|
---|
503 | <br><tt> balance of the level.</tt>
|
---|
504 | <p><tt> If it has no links it
|
---|
505 | will be active.</tt>
|
---|
506 | <br><tt> It can be linked to
|
---|
507 | a sensor or switch and will be</tt>
|
---|
508 | <br><tt> activated when the sensor
|
---|
509 | or switch is in an on state.</tt>
|
---|
510 | <p><tt>DRAY_ICON8</tt>
|
---|
511 | <br><tt> This is the large ammo
|
---|
512 | unit for the Death Ray. It gives the player</tt>
|
---|
513 | <br><tt> 8 additional units of
|
---|
514 | ammo. Like all ammo, if it is connected to a</tt>
|
---|
515 | <br><tt> sensor or switch which
|
---|
516 | is off, the ammo will be invisible, untouchable,</tt>
|
---|
517 | <br><tt> and unaffected by gravity,
|
---|
518 | until the sensor or switch turns on. Note</tt>
|
---|
519 | <br><tt> that putting this weapon
|
---|
520 | in a level may severely change the gameplay</tt>
|
---|
521 | <br><tt> balance of the level.</tt>
|
---|
522 | <p><tt> If it has no links it
|
---|
523 | will be active.</tt>
|
---|
524 | <br><tt> It can be linked to
|
---|
525 | a sensor or switch and will be</tt>
|
---|
526 | <br><tt> activated when the sensor
|
---|
527 | or switch is in an on state.</tt>
|
---|
528 | <p><tt>DROID</tt>
|
---|
529 | <br><tt> The DROID is a robot
|
---|
530 | that looks somewhat like the player. When activated</tt>
|
---|
531 | <br><tt> it walks towards the
|
---|
532 | player and fires a volley of shots. The weapon it</tt>
|
---|
533 | <br><tt> shoots is customizable
|
---|
534 | in the AI, as well as the speed that it walks.</tt>
|
---|
535 | <p><tt> If it has no links it
|
---|
536 | will be active.</tt>
|
---|
537 | <br><tt> It can be linked to
|
---|
538 | a sensor or switch and will be</tt>
|
---|
539 | <br><tt> activated when the sensor
|
---|
540 | or switch is in an on state.</tt>
|
---|
541 | <p><a NAME="E"></a><tt>END_GAME</tt>
|
---|
542 | <br><tt> When activated by a
|
---|
543 | sensor or switch, this object will make the current</tt>
|
---|
544 | <br><tt> game quit to the original
|
---|
545 | Abuse ending screen. fRaBs has no ending, so</tt>
|
---|
546 | <br><tt> this object is farely
|
---|
547 | useless. If you want to use it in a level, though,</tt>
|
---|
548 | <br><tt> it looks best in conjunction
|
---|
549 | with the palrotore palette.</tt>
|
---|
550 | <p><tt> If it has no links it
|
---|
551 | will be active (generally not a good thing).</tt>
|
---|
552 | <br><tt> It can be linked to
|
---|
553 | a sensor or switch and will be</tt>
|
---|
554 | <br><tt> activated when the sensor
|
---|
555 | or switch is in an on state.</tt>
|
---|
556 | <p><tt>END_OF_S</tt>
|
---|
557 | <br><tt> A pointless graphic
|
---|
558 | that says 'End of Shareware'. I might remove</tt>
|
---|
559 | <br><tt> it someday.</tt>
|
---|
560 | <p><a NAME="F"></a><tt>FACE_HUGGER (variations)</tt>
|
---|
561 | <br><tt> This is a little spider-like
|
---|
562 | creature taken from the Aliens movies, for</tt>
|
---|
563 | <br><tt> the Aliens Abuse addon.
|
---|
564 | It acts similar to the ant objects, although</tt>
|
---|
565 | <br><tt> this one has the ability
|
---|
566 | to push the player around upon contact and it</tt>
|
---|
567 | <br><tt> does not fire a weapon.</tt>
|
---|
568 | <p><tt> If it has no links it
|
---|
569 | will be active.</tt>
|
---|
570 | <br><tt> It can be linked to
|
---|
571 | a sensor or switch and will be</tt>
|
---|
572 | <br><tt> activated when the sensor
|
---|
573 | or switch is in an on state.</tt>
|
---|
574 | <p><tt> Some related objects
|
---|
575 | are the FACE_HUGGER_EGG, which will hatch from an</tt>
|
---|
576 | <br><tt> egg when a player approaches,
|
---|
577 | and the FACE_HUGGER_JAR_ALIVE, which will</tt>
|
---|
578 | <br><tt> release a face hugger
|
---|
579 | when shot. Please note that the other face hugger</tt>
|
---|
580 | <br><tt> objects, the FACE_HUGGER_EGG_HATCHED,
|
---|
581 | FACE_HUGGER_EGG_UNHATCHED, and the</tt>
|
---|
582 | <br><tt> FACE_HUGGER_JAR_DEAD
|
---|
583 | are only decorative objects, and do not spawn actual</tt>
|
---|
584 | <br><tt> face huggers, although
|
---|
585 | they look exactly the same as the objects that do</tt>
|
---|
586 | <br><tt> when placed in a level.</tt>
|
---|
587 | <p><tt>FBOMB_ICON1</tt>
|
---|
588 | <br><tt> This is the small ammo
|
---|
589 | unit for the Fire Bomb. It gives the player 1</tt>
|
---|
590 | <br><tt> additional unit of ammo.
|
---|
591 | Like all ammo, if it is connected to a</tt>
|
---|
592 | <br><tt> sensor or switch which
|
---|
593 | is off, the ammo will be invisible, untouchable,</tt>
|
---|
594 | <br><tt> and unaffected by gravity,
|
---|
595 | until the sensor or switch turns on.</tt>
|
---|
596 | <p><tt> If it has no links it
|
---|
597 | will be active.</tt>
|
---|
598 | <br><tt> It can be linked to
|
---|
599 | a sensor or switch and will be</tt>
|
---|
600 | <br><tt> activated when the sensor
|
---|
601 | or switch is in an on state.</tt>
|
---|
602 | <p><tt>FBOMB_ICON5</tt>
|
---|
603 | <br><tt> This is the large ammo
|
---|
604 | unit for the Fire Bomb. It gives the player 5</tt>
|
---|
605 | <br><tt> additional units of
|
---|
606 | ammo. Like all ammo, if it is connected to a</tt>
|
---|
607 | <br><tt> sensor or switch which
|
---|
608 | is off, the ammo will be invisible, untouchable,</tt>
|
---|
609 | <br><tt> and unaffected by gravity,
|
---|
610 | until the sensor or switch turns on.</tt>
|
---|
611 | <p><tt> If it has no links it
|
---|
612 | will be active.</tt>
|
---|
613 | <br><tt> It can be linked to
|
---|
614 | a sensor or switch and will be</tt>
|
---|
615 | <br><tt> activated when the sensor
|
---|
616 | or switch is in an on state.</tt>
|
---|
617 | <p><tt>FIRE_C</tt>
|
---|
618 | <br><tt> This is a wall of fire
|
---|
619 | that damages the player when touched. It acts</tt>
|
---|
620 | <br><tt> similar to LAVA only
|
---|
621 | with more range.</tt>
|
---|
622 | <p><tt>FLYER</tt>
|
---|
623 | <br><tt> This is a flying robot,
|
---|
624 | which can fire any of the 7 weapon types.</tt>
|
---|
625 | <br><tt> To change the weapon
|
---|
626 | type, use the same method used for the ANT_ROOF.</tt>
|
---|
627 | <p><tt> If it has no links it
|
---|
628 | will be active.</tt>
|
---|
629 | <br><tt> It can be linked to
|
---|
630 | a sensor or switch and will be</tt>
|
---|
631 | <br><tt> activated when the sensor
|
---|
632 | or switch is in an on state.</tt>
|
---|
633 | <p><tt>FORCE_FIELD</tt>
|
---|
634 | <br><tt> This object is a wall
|
---|
635 | of energy which blocks the character from</tt>
|
---|
636 | <br><tt> crossing. This wall
|
---|
637 | can be up to one screen in height. Position the</tt>
|
---|
638 | <br><tt> object at the top of
|
---|
639 | where you want the wall.</tt>
|
---|
640 | <p><tt> If it has no links it
|
---|
641 | will be active (on or off depending).</tt>
|
---|
642 | <br><tt> It can be linked to
|
---|
643 | a sensor or switch and will be</tt>
|
---|
644 | <br><tt> activated when the sensor
|
---|
645 | or switch is in an on state.</tt>
|
---|
646 | <p><a NAME="G"></a><tt>GATE_AND</tt>
|
---|
647 | <br><tt> Logic gates modify their
|
---|
648 | state depending upon the states of their</tt>
|
---|
649 | <br><tt> links. A GATE_AND will
|
---|
650 | turn on only when all of its links are in</tt>
|
---|
651 | <br><tt> the on state. This logic
|
---|
652 | gate can have multiple links.</tt>
|
---|
653 | <p><tt>GATE_DELAY</tt>
|
---|
654 | <br><tt> Logic gates modify their
|
---|
655 | state depending upon the states of their</tt>
|
---|
656 | <br><tt> links. A GATE_DELAY
|
---|
657 | reflects the state of its link, however, it has</tt>
|
---|
658 | <br><tt> a user definable delay
|
---|
659 | before it switches states. This logic gate</tt>
|
---|
660 | <br><tt> can have only one link.</tt>
|
---|
661 | <p><tt>GATE_NOT</tt>
|
---|
662 | <br><tt> Logic gates modify their
|
---|
663 | state depending upon the states of their</tt>
|
---|
664 | <br><tt> links. The state of
|
---|
665 | a GATE_NOT will always be the opposite of the</tt>
|
---|
666 | <br><tt> state of its link. A
|
---|
667 | GATE_NOT only supports one link.</tt>
|
---|
668 | <p><tt>GATE_OR</tt>
|
---|
669 | <br><tt> Logic gates modify their
|
---|
670 | state depending upon the states of their</tt>
|
---|
671 | <br><tt> links. A GATE_OR will
|
---|
672 | be in the on state whenever any one of its</tt>
|
---|
673 | <br><tt> links are on, and is
|
---|
674 | off only when all of its links are off. This</tt>
|
---|
675 | <br><tt> logic gate supports
|
---|
676 | multiple links.</tt>
|
---|
677 | <p><tt>GATE_PULSE</tt>
|
---|
678 | <br><tt> Logic gates modify their
|
---|
679 | state depending upon the states of their</tt>
|
---|
680 | <br><tt> links. A GATE_PULSE
|
---|
681 | will, when switched on by its link, pulsate</tt>
|
---|
682 | <br><tt> between on and off states,
|
---|
683 | with a user definable delay between</tt>
|
---|
684 | <br><tt> off states. This gate
|
---|
685 | only supports one link.</tt>
|
---|
686 | <p><tt>GATE_XOR</tt>
|
---|
687 | <br><tt> Logic gates modify their
|
---|
688 | state depending upon the states of their</tt>
|
---|
689 | <br><tt> links. A GATE_XOR switches
|
---|
690 | on if and only if an odd number of its</tt>
|
---|
691 | <br><tt> links are on. That is,
|
---|
692 | if there are two links, and one is on while</tt>
|
---|
693 | <br><tt> the other is off, the
|
---|
694 | GATE_XOR will be on. If they were both off or</tt>
|
---|
695 | <br><tt> both on, then the GATE_XOR
|
---|
696 | would be off. This gate supports multiple</tt>
|
---|
697 | <br><tt> links.</tt>
|
---|
698 | <p><tt>GREEN_FLYER</tt>
|
---|
699 | <br><tt> This is a green flying
|
---|
700 | robot, which can fire any of the 7 weapon</tt>
|
---|
701 | <br><tt> types. See ANT_ROOF
|
---|
702 | for a description of how to change the weapon</tt>
|
---|
703 | <br><tt> type.</tt>
|
---|
704 | <p><tt> If it has no links it
|
---|
705 | will be active.</tt>
|
---|
706 | <br><tt> It can be linked to
|
---|
707 | a sensor or switch and will be</tt>
|
---|
708 | <br><tt> activated when the sensor
|
---|
709 | or switch is in an on state.</tt>
|
---|
710 | <p><tt>GRENADE_ICON10</tt>
|
---|
711 | <br><tt> This is the large ammo
|
---|
712 | unit for the Grenade. It gives the player 10</tt>
|
---|
713 | <br><tt> additional units of
|
---|
714 | ammo. Like all ammo, if is connected to a sensor</tt>
|
---|
715 | <br><tt> or switch which is off,
|
---|
716 | the ammo will be invisible, untouchable, and</tt>
|
---|
717 | <br><tt> unaffected by gravity,
|
---|
718 | until the sensor or switch turns on.</tt>
|
---|
719 | <p><tt> If it has no links it
|
---|
720 | will be active.</tt>
|
---|
721 | <br><tt> It can be linked to
|
---|
722 | a sensor or switch and will be</tt>
|
---|
723 | <br><tt> activated when the sensor
|
---|
724 | or switch is in an on state.</tt>
|
---|
725 | <p><tt>GRENADE_ICON2</tt>
|
---|
726 | <br><tt> This is the small ammo
|
---|
727 | unit for the Grenade. It gives the player 5</tt>
|
---|
728 | <br><tt> additional units of
|
---|
729 | ammo. Like all ammo, if is connected to a sensor</tt>
|
---|
730 | <br><tt> or switch which is off,
|
---|
731 | the ammo will be invisible, untouchable, and</tt>
|
---|
732 | <br><tt> unaffected by gravity,
|
---|
733 | until the sensor or switch turns on.</tt>
|
---|
734 | <p><tt> If it has no links it
|
---|
735 | will be active.</tt>
|
---|
736 | <br><tt> It can be linked to
|
---|
737 | a sensor or switch and will be</tt>
|
---|
738 | <br><tt> activated when the sensor
|
---|
739 | or switch is in an on state.</tt>
|
---|
740 | <p><a NAME="H"></a><tt>HEALTH</tt>
|
---|
741 | <br><tt> This is a heart icon.
|
---|
742 | It increases your health by 5-20 points,</tt>
|
---|
743 | <br><tt> depending on difficulty
|
---|
744 | level.</tt>
|
---|
745 | <p><tt>HIDDEN_BACK_METAL, HIDDEN_BACK_METAL_BIG</tt>
|
---|
746 | <br><tt> These objects can work
|
---|
747 | as decor to hide other foreground objects from</tt>
|
---|
748 | <br><tt> the player's sight.
|
---|
749 | Other than that, they do nothing.</tt>
|
---|
750 | <p><tt>HIDDEN_WALL1</tt>
|
---|
751 | <br><tt> Hidden objects are used
|
---|
752 | to hide secrets. They can be destroyed using</tt>
|
---|
753 | <br><tt> any of your weapons.
|
---|
754 | Hidden walls can be made indestructible by</tt>
|
---|
755 | <br><tt> linking them up to sensors
|
---|
756 | or switchs. When the switch or sensor</tt>
|
---|
757 | <br><tt> turns on, the hidden
|
---|
758 | wall will self destruct, causing a lot</tt>
|
---|
759 | <br><tt> of damage to any aliens,
|
---|
760 | and/or other hidden walls surrounding</tt>
|
---|
761 | <br><tt> it, but no damage to
|
---|
762 | the player. This hidden wall looks like</tt>
|
---|
763 | <br><tt> a single wall tile.</tt>
|
---|
764 | <p><tt> If it has no links it
|
---|
765 | will be active.</tt>
|
---|
766 | <br><tt> It can be linked to
|
---|
767 | a sensor or switch and will be</tt>
|
---|
768 | <br><tt> activated when the sensor
|
---|
769 | or switch is in an on state.</tt>
|
---|
770 | <p><tt>HIDDEN_WALL2</tt>
|
---|
771 | <br><tt> This hidden wall looks
|
---|
772 | like a roof tile.</tt>
|
---|
773 | <p><tt> If it has no links it
|
---|
774 | will be active.</tt>
|
---|
775 | <br><tt> It can be linked to
|
---|
776 | a sensor or switch and will be</tt>
|
---|
777 | <br><tt> activated when the sensor
|
---|
778 | or switch is in an on state.</tt>
|
---|
779 | <p><tt>HIDDEN_WALL3</tt>
|
---|
780 | <br><tt> This hidden wall looks
|
---|
781 | like a gray block.</tt>
|
---|
782 | <p><tt> If it has no links it
|
---|
783 | will be active.</tt>
|
---|
784 | <br><tt> It can be linked to
|
---|
785 | a sensor or switch and will be</tt>
|
---|
786 | <br><tt> activated when the sensor
|
---|
787 | or switch is in an on state.</tt>
|
---|
788 | <p><tt>HIDDEN_WALL4</tt>
|
---|
789 | <br><tt> This hidden wall looks
|
---|
790 | like a floor tile.</tt>
|
---|
791 | <p><tt> If it has no links it
|
---|
792 | will be active.</tt>
|
---|
793 | <br><tt> It can be linked to
|
---|
794 | a sensor or switch and will be</tt>
|
---|
795 | <br><tt> activated when the sensor
|
---|
796 | or switch is in an on state.</tt>
|
---|
797 | <p><tt>HIDDEN_WALL5</tt>
|
---|
798 | <br><tt> This hidden wall looks
|
---|
799 | like a floor-to-wall connector.</tt>
|
---|
800 | <p><tt> If it has no links it
|
---|
801 | will be active.</tt>
|
---|
802 | <br><tt> It can be linked to
|
---|
803 | a sensor or switch and will be</tt>
|
---|
804 | <br><tt> activated when the sensor
|
---|
805 | or switch is in an on state.</tt>
|
---|
806 | <p><tt>HIDDEN_WALL_2x2</tt>
|
---|
807 | <br><tt> This hidden wall looks
|
---|
808 | like a 2x2 gray block.</tt>
|
---|
809 | <p><tt> If it has no links it
|
---|
810 | will be active.</tt>
|
---|
811 | <br><tt> It can be linked to
|
---|
812 | a sensor or switch and will be</tt>
|
---|
813 | <br><tt> activated when the sensor
|
---|
814 | or switch is in an on state.</tt>
|
---|
815 | <p><tt>HIDDEN_WALL_3FLR</tt>
|
---|
816 | <br><tt> This hidden wall looks
|
---|
817 | like a 3 tile wide floor tile.</tt>
|
---|
818 | <p><tt> If it has no links it
|
---|
819 | will be active.</tt>
|
---|
820 | <br><tt> It can be linked to
|
---|
821 | a sensor or switch and will be</tt>
|
---|
822 | <br><tt> activated when the sensor
|
---|
823 | or switch is in an on state.</tt>
|
---|
824 | <p><tt>HIDDEN_WALL_3TOP</tt>
|
---|
825 | <br><tt> This hidden wall looks
|
---|
826 | like a 3 tile wide roof tile.</tt>
|
---|
827 | <p><tt> If it has no links it
|
---|
828 | will be active.</tt>
|
---|
829 | <br><tt> It can be linked to
|
---|
830 | a sensor or switch and will be</tt>
|
---|
831 | <br><tt> activated when the sensor
|
---|
832 | or switch is in an on state.</tt>
|
---|
833 | <p><tt>HIDDEN_WALL_3WALL</tt>
|
---|
834 | <br><tt> This hidden wall looks
|
---|
835 | like a 3 tile wide wall tile.</tt>
|
---|
836 | <p><tt> If it has no links it
|
---|
837 | will be active.</tt>
|
---|
838 | <br><tt> It can be linked to
|
---|
839 | a sensor or switch and will be</tt>
|
---|
840 | <br><tt> activated when the sensor
|
---|
841 | or switch is in an on state.</tt>
|
---|
842 | <p><tt>HIDDEN_WALL_AFLR</tt>
|
---|
843 | <br><tt> This hidden wall looks
|
---|
844 | like an alien floor tile.</tt>
|
---|
845 | <p><tt> If it has no links it
|
---|
846 | will be active.</tt>
|
---|
847 | <br><tt> It can be linked to
|
---|
848 | a sensor or switch and will be</tt>
|
---|
849 | <br><tt> activated when the sensor
|
---|
850 | or switch is in an on state.</tt>
|
---|
851 | <p><a NAME="I"></a><tt>INDICATOR</tt>
|
---|
852 | <br><tt> This object switches
|
---|
853 | its color between red and green when it turns off</tt>
|
---|
854 | <br><tt> and on. It's useful
|
---|
855 | for showing the player info about sensor states</tt>
|
---|
856 | <br><tt> or switch states.</tt>
|
---|
857 | <p><tt> It can be linked to a
|
---|
858 | sensor or switch and will be</tt>
|
---|
859 | <br><tt> activated when the sensor
|
---|
860 | or switch is in an on state.</tt>
|
---|
861 | <p><a NAME="J"></a><tt>JUGGER (variations)</tt>
|
---|
862 | <br><tt> This is a walking or
|
---|
863 | stationary robot which tosses grenades.</tt>
|
---|
864 | <br><tt> Its AI modifies whether
|
---|
865 | is walks or is stationary, and the angle</tt>
|
---|
866 | <br><tt> at which it throws the
|
---|
867 | grenades.</tt>
|
---|
868 | <p><tt> If it has no links it
|
---|
869 | will be active.</tt>
|
---|
870 | <br><tt> It can be linked to
|
---|
871 | a sensor or switch and will be</tt>
|
---|
872 | <br><tt> activated when the sensor
|
---|
873 | or switch is in an on state.</tt>
|
---|
874 | <p><tt> The DROID_JUGGER looks
|
---|
875 | like a DROID but acts like a JUGGER. Hmmm...</tt>
|
---|
876 | <br><tt> a robot with an identity
|
---|
877 | crisis?</tt>
|
---|
878 | <p><a NAME="L"></a><tt>LADDER</tt>
|
---|
879 | <br><tt> LADDERs allow the player
|
---|
880 | to climb up and down. The LADDER must be</tt>
|
---|
881 | <br><tt> linked to another object
|
---|
882 | to work. The LADDER marks the upper left</tt>
|
---|
883 | <br><tt> corner of the box the
|
---|
884 | player can climb up in, and the other object</tt>
|
---|
885 | <br><tt> marks the lower right
|
---|
886 | corner. When a player enters this box, they</tt>
|
---|
887 | <br><tt> can climb the ladder
|
---|
888 | by pressing up. Note that a player is</tt>
|
---|
889 | <br><tt> considered to be in
|
---|
890 | this box if his feet are.</tt>
|
---|
891 | <p><tt> This object requies one
|
---|
892 | and only 1 link to another object</tt>
|
---|
893 | <br><tt> (usually a marker) to
|
---|
894 | function.</tt>
|
---|
895 | <p><tt>LAMP_BIG, LAMP_EX1</tt>
|
---|
896 | <br><tt> The LAMP_BIG is a decorative
|
---|
897 | lamp, while the LAMP_EX1 is a lamp that</tt>
|
---|
898 | <br><tt> can be shot/destroyed.
|
---|
899 | A sample level that uses both objects is</tt>
|
---|
900 | <br><tt> included in addon/claudio/t_lamp.spe,
|
---|
901 | illustrating the lighting and</tt>
|
---|
902 | <br><tt> other possibilities
|
---|
903 | that can be used for these objects.</tt>
|
---|
904 | <p><tt>LAVA</tt>
|
---|
905 | <br><tt> LAVA constantly does
|
---|
906 | damage to the player, for as long as they are</tt>
|
---|
907 | <br><tt> touching.</tt>
|
---|
908 | <p><tt>LAVA2</tt>
|
---|
909 | <br><tt> LAVA2 damages quicker
|
---|
910 | than the regular LAVA, and can actually</tt>
|
---|
911 | <br><tt> keep the player locked
|
---|
912 | down.</tt>
|
---|
913 | <p><tt>LIGHTHOLD</tt>
|
---|
914 | <br><tt> A LIGHTHOLD allows other
|
---|
915 | objects to have lights attached to them.</tt>
|
---|
916 | <br><tt> Simply link the LIGHTHOLD
|
---|
917 | to the light and to the object you wish to</tt>
|
---|
918 | <br><tt> hold the light. The
|
---|
919 | order in which these links are created does not</tt>
|
---|
920 | <br><tt> make a difference. The
|
---|
921 | light will now follow the other object wherever</tt>
|
---|
922 | <br><tt> it goes. Remember to
|
---|
923 | use the second method of linking for lights.</tt>
|
---|
924 | <p><tt>LIGHTIN</tt>
|
---|
925 | <br><tt> This object hurts the
|
---|
926 | player when the lighting flashes. The speed is</tt>
|
---|
927 | <br><tt> user definable.</tt>
|
---|
928 | <p><tt> If it has no links it
|
---|
929 | will be active.</tt>
|
---|
930 | <br><tt> It can be linked to
|
---|
931 | a sensor or switch and will be</tt>
|
---|
932 | <br><tt> activated when the sensor
|
---|
933 | or switch is in an on state.</tt>
|
---|
934 | <p><tt>LRESTART_POSITION</tt>
|
---|
935 | <br><tt> 'Leon's Restart Position'
|
---|
936 | is similar to the normal one, except that</tt>
|
---|
937 | <br><tt> you cannot use them
|
---|
938 | to refill your health unless you play on the</tt>
|
---|
939 | <br><tt> easiest difficulty level.
|
---|
940 | It is a well-known trick that a normal</tt>
|
---|
941 | <br><tt> RESTART_POSITION does
|
---|
942 | not save your health information, and upon</tt>
|
---|
943 | <br><tt> dying and returning
|
---|
944 | to the save point, your health is restored. It</tt>
|
---|
945 | <br><tt> looks identical to the
|
---|
946 | normal RESTART_POSITION.</tt>
|
---|
947 | <p><tt>LSABER_ICON50</tt>
|
---|
948 | <br><tt> This is the small ammo
|
---|
949 | unit for the Laser Saber. It gives</tt>
|
---|
950 | <br><tt> the player 50 additional
|
---|
951 | units of ammo. Like all ammo, if it is</tt>
|
---|
952 | <br><tt> connected to a sensor
|
---|
953 | or switch which is off, the ammo will be</tt>
|
---|
954 | <br><tt> invisible, untouchable,
|
---|
955 | and unaffected by gravity, until the sensor</tt>
|
---|
956 | <br><tt> or switch turns on.</tt>
|
---|
957 | <p><tt> If it has no links it
|
---|
958 | will be active.</tt>
|
---|
959 | <br><tt> It can be linked to
|
---|
960 | a sensor or switch and will be</tt>
|
---|
961 | <br><tt> activated when the sensor
|
---|
962 | or switch is in an on state.</tt>
|
---|
963 | <p><tt>LSABER_ICON100</tt>
|
---|
964 | <br><tt> This is the large ammo
|
---|
965 | unit for the Laser Saber. It gives</tt>
|
---|
966 | <br><tt> the player 100 additional
|
---|
967 | units of ammo. Like all ammo, if it is</tt>
|
---|
968 | <br><tt> connected to a sensor
|
---|
969 | or switch which is off, the ammo will be</tt>
|
---|
970 | <br><tt> invisible, untouchable,
|
---|
971 | and unaffected by gravity, until the sensor</tt>
|
---|
972 | <br><tt> or switch turns on.</tt>
|
---|
973 | <p><tt> If it has no links it
|
---|
974 | will be active.</tt>
|
---|
975 | <br><tt> It can be linked to
|
---|
976 | a sensor or switch and will be</tt>
|
---|
977 | <br><tt> activated when the sensor
|
---|
978 | or 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> An object which does
|
---|
982 | nothing, but can hold links for objects</tt>
|
---|
983 | <br><tt> which need to be linked
|
---|
984 | to other objects such as the LADDER.</tt>
|
---|
985 | <p><tt>MBULLET_ICON20</tt>
|
---|
986 | <br><tt> This is the large ammo
|
---|
987 | unit for the Laser Rifle. It gives</tt>
|
---|
988 | <br><tt> the player 20 additional
|
---|
989 | units of ammo. Like all ammo, if it is</tt>
|
---|
990 | <br><tt> connected to a sensor
|
---|
991 | or switch which is off, the ammo will be</tt>
|
---|
992 | <br><tt> invisible, untouchable,
|
---|
993 | and unaffected by gravity, until the sensor</tt>
|
---|
994 | <br><tt> or switch turns on.</tt>
|
---|
995 | <p><tt> If it has no links it
|
---|
996 | will be active.</tt>
|
---|
997 | <br><tt> It can be linked to
|
---|
998 | a sensor or switch and will be</tt>
|
---|
999 | <br><tt> activated when the sensor
|
---|
1000 | or switch is in an on state.</tt>
|
---|
1001 | <p><tt>MBULLET_ICON5</tt>
|
---|
1002 | <br><tt> This is the small ammo
|
---|
1003 | unit for the Laser Rifle. It gives</tt>
|
---|
1004 | <br><tt> the player 5 additional
|
---|
1005 | units of ammo. Like all ammo, if it is</tt>
|
---|
1006 | <br><tt> connected to a sensor
|
---|
1007 | or switch which is off, the ammo will be</tt>
|
---|
1008 | <br><tt> invisible, untouchable,
|
---|
1009 | and unaffected by gravity, until the sensor</tt>
|
---|
1010 | <br><tt> or switch turns on.</tt>
|
---|
1011 | <p><tt> If it has no links it
|
---|
1012 | will be active.</tt>
|
---|
1013 | <br><tt> It can be linked to
|
---|
1014 | a sensor or switch and will be</tt>
|
---|
1015 | <br><tt> activated when the sensor
|
---|
1016 | or switch is in an on state.</tt>
|
---|
1017 | <p><tt>MEDKIT</tt>
|
---|
1018 | <br><tt> This is a little medkit.
|
---|
1019 | It increases your health by 5-20 points,</tt>
|
---|
1020 | <br><tt> depending on difficulty
|
---|
1021 | level.</tt>
|
---|
1022 | <p><a NAME="N"></a><tt>NEXT_LEVEL</tt>
|
---|
1023 | <br><tt> When the player activates
|
---|
1024 | the NEXT_LEVEL object (by pressing the down</tt>
|
---|
1025 | <br><tt> arrow while touching
|
---|
1026 | it), it will take the player to a level listed as</tt>
|
---|
1027 | <br><tt> a number in its AI.
|
---|
1028 | To use the NEXT_LEVEL object it is necessary for</tt>
|
---|
1029 | <br><tt> the level to be in the
|
---|
1030 | levels directory and use the naming convention</tt>
|
---|
1031 | <br><tt> "levelXX.spe", where
|
---|
1032 | XX is any number from 0 to 99.</tt>
|
---|
1033 | <p><tt> It is recommended that
|
---|
1034 | you double link the NEXT_LEVEL to its top,</tt>
|
---|
1035 | <br><tt> NEXT_LEVEL_TOP. To double
|
---|
1036 | link something means to link one object to</tt>
|
---|
1037 | <br><tt> another and that second
|
---|
1038 | object back to the first.</tt>
|
---|
1039 | <p><tt> (Ed Note. I assume that
|
---|
1040 | Crack Dot Com was going to add in a special</tt>
|
---|
1041 | <br><tt> animation for when the
|
---|
1042 | player exited, but they never got around to</tt>
|
---|
1043 | <br><tt> making it... so this
|
---|
1044 | last note can be disregarded, as can the note</tt>
|
---|
1045 | <br><tt> found below)</tt>
|
---|
1046 | <p><tt>NEXT_LEVEL_TOP</tt>
|
---|
1047 | <br><tt> The top part to the
|
---|
1048 | NEXT_LEVEL. Should be linked to a NEXT_LEVEL</tt>
|
---|
1049 | <br><tt> object.</tt>
|
---|
1050 | <p><a NAME="O"></a><tt>OBJ_HOLDER</tt>
|
---|
1051 | <br><tt> This object is similar
|
---|
1052 | to the LIGHTHOLD, but instead of attaching</tt>
|
---|
1053 | <br><tt> a light to an object,
|
---|
1054 | it glues together two objects. This object is</tt>
|
---|
1055 | <br><tt> sensitive to the ordering
|
---|
1056 | of the links. The first link is the object</tt>
|
---|
1057 | <br><tt> to be held. The second
|
---|
1058 | link is the object which is holding the first.</tt>
|
---|
1059 | <br><tt> There is an optional
|
---|
1060 | third link which, if it exists, will act as a</tt>
|
---|
1061 | <br><tt> trigger for the OBJ_HOLDER.
|
---|
1062 | The object will be held only if this link</tt>
|
---|
1063 | <br><tt> is on.</tt>
|
---|
1064 | <br><tt> Note that if the first
|
---|
1065 | or second link is broken (which will happen if</tt>
|
---|
1066 | <br><tt> the object dies or is
|
---|
1067 | deleted), the links will reorder themselves.</tt>
|
---|
1068 | <br><tt> The OBJ_HOLDER has modifiable
|
---|
1069 | AI for the displacement of the first</tt>
|
---|
1070 | <br><tt> object with respect
|
---|
1071 | to the second object.</tt>
|
---|
1072 | <br><tt> An OBJ_HOLDER with no
|
---|
1073 | links or one link will be deleted by the engine.</tt>
|
---|
1074 | <p><tt>OBJ_MOVER</tt>
|
---|
1075 | <br><tt> This object allows the
|
---|
1076 | level designer create paths for objects to</tt>
|
---|
1077 | <br><tt> move on. It accepts
|
---|
1078 | two links. The first link marks the endpoint</tt>
|
---|
1079 | <br><tt> for the path, and the
|
---|
1080 | second is the object which is to be moved.</tt>
|
---|
1081 | <br><tt> By linking OBJ_MOVERs
|
---|
1082 | in a circle, the object can be kept moving</tt>
|
---|
1083 | <br><tt> indefinitely. When the
|
---|
1084 | OBJ_MOVER moves the object to its</tt>
|
---|
1085 | <br><tt> destination, the link
|
---|
1086 | is then transfered to the end object, which</tt>
|
---|
1087 | <br><tt> in a chain of OBJ_MOVER
|
---|
1088 | will then move the target object to the</tt>
|
---|
1089 | <br><tt> next link in the chain.
|
---|
1090 | A chain composed of multiple OBJ_MOVERS</tt>
|
---|
1091 | <br><tt> can hold multiple target
|
---|
1092 | objects, one for each pair of OBJ_MOVERS.</tt>
|
---|
1093 | <br><tt> You can modify the speed
|
---|
1094 | at which it will move in its AI.</tt>
|
---|
1095 | <p><a NAME="P"></a><tt>PLASMA_ICON20</tt>
|
---|
1096 | <br><tt> This is the small ammo
|
---|
1097 | unit for the Plasma Beam. It gives</tt>
|
---|
1098 | <br><tt> the player 20 additional
|
---|
1099 | units of ammo. Like all ammo, if it is</tt>
|
---|
1100 | <br><tt> connected to a sensor
|
---|
1101 | or switch which is off, the ammo will be</tt>
|
---|
1102 | <br><tt> invisible, untouchable,
|
---|
1103 | and unaffected by gravity, until the sensor</tt>
|
---|
1104 | <br><tt> or switch turns on.</tt>
|
---|
1105 | <p><tt> If it has no links it
|
---|
1106 | will be active.</tt>
|
---|
1107 | <br><tt> It can be linked to
|
---|
1108 | a sensor or switch and will be</tt>
|
---|
1109 | <br><tt> activated when the sensor
|
---|
1110 | or switch is in an on state.</tt>
|
---|
1111 | <p><tt>PLASMA_ICON50</tt>
|
---|
1112 | <br><tt> This is the large ammo
|
---|
1113 | unit for the Plasma Beam. It gives</tt>
|
---|
1114 | <br><tt> the player 50 additional
|
---|
1115 | units of ammo. Like all ammo, if it is</tt>
|
---|
1116 | <br><tt> connected to a sensor
|
---|
1117 | or switch which is off, the ammo will be</tt>
|
---|
1118 | <br><tt> invisible, untouchable,
|
---|
1119 | and unaffected by gravity, until the</tt>
|
---|
1120 | <br><tt> sensor or switch turns
|
---|
1121 | on.</tt>
|
---|
1122 | <p><tt> If it has no links it
|
---|
1123 | will be active.</tt>
|
---|
1124 | <br><tt> It can be linked to
|
---|
1125 | a sensor or switch and will be</tt>
|
---|
1126 | <br><tt> activated when the sensor
|
---|
1127 | or switch is in an on state.</tt>
|
---|
1128 | <p><tt>POINTER</tt>
|
---|
1129 | <br><tt> An object which does
|
---|
1130 | nothing, but can be used to draw the players</tt>
|
---|
1131 | <br><tt> attention to certain
|
---|
1132 | points in the level. It looks like a golden</tt>
|
---|
1133 | <br><tt> arrow.</tt>
|
---|
1134 | <p><tt>POWER_FAST</tt>
|
---|
1135 | <br><tt> Power icons, when collected,
|
---|
1136 | augment the player's abilities. The</tt>
|
---|
1137 | <br><tt> player can only have
|
---|
1138 | one power icon at a time. All power icons</tt>
|
---|
1139 | <br><tt> are activated by pressing
|
---|
1140 | the right mouse button.</tt>
|
---|
1141 | <br><tt> This power icon will
|
---|
1142 | allow the player to move twice as fast as</tt>
|
---|
1143 | <br><tt> normal and jump higher.</tt>
|
---|
1144 | <p><tt>POWER_FLY</tt>
|
---|
1145 | <br><tt> Power icons, when collected,
|
---|
1146 | augment the player's abilities. The</tt>
|
---|
1147 | <br><tt> player can only have
|
---|
1148 | one power icon at a time. All power icons</tt>
|
---|
1149 | <br><tt> are activated by pressing
|
---|
1150 | the right mouse button.</tt>
|
---|
1151 | <br><tt> This power icon will
|
---|
1152 | allow the player to fly.</tt>
|
---|
1153 | <p><tt>POWER_HEALTH</tt>
|
---|
1154 | <br><tt> Power icons, when collected,
|
---|
1155 | augment the player's abilities. The</tt>
|
---|
1156 | <br><tt> player can only have
|
---|
1157 | one power icon at a time. All power icons</tt>
|
---|
1158 | <br><tt> are activated by pressing
|
---|
1159 | the right mouse button.</tt>
|
---|
1160 | <br><tt> This power icon will
|
---|
1161 | allow the player to have 200 health points.</tt>
|
---|
1162 | <p><tt>POWER_NONE</tt>
|
---|
1163 | <br><tt> Most power icons, when
|
---|
1164 | collected, augment the player's abilities.</tt>
|
---|
1165 | <br><tt> This one is an exception.
|
---|
1166 | It is invisible during gameplay, but when</tt>
|
---|
1167 | <br><tt> walked across, the screen
|
---|
1168 | flashes black momentarily. This can be a</tt>
|
---|
1169 | <br><tt> useful tool if your
|
---|
1170 | level's gameplay can be augmented by having the</tt>
|
---|
1171 | <br><tt> player lose a power
|
---|
1172 | item without gaining another one... i.e. after a</tt>
|
---|
1173 | <br><tt> flying section, you
|
---|
1174 | use a POWER_NONE to make the player lose the</tt>
|
---|
1175 | <br><tt> flying ability so movement
|
---|
1176 | through the corridors is easier.</tt>
|
---|
1177 | <p><tt>POWER_SNEAKY</tt>
|
---|
1178 | <br><tt> Power icons, when collected,
|
---|
1179 | augment the player's abilities. The</tt>
|
---|
1180 | <br><tt> player can only have
|
---|
1181 | one power icon at a time. All power icons</tt>
|
---|
1182 | <br><tt> are activated by pressing
|
---|
1183 | the right mouse button.</tt>
|
---|
1184 | <br><tt> This power icon will
|
---|
1185 | allow the player to become paritally invisible.</tt>
|
---|
1186 | <p><tt>PUSHER</tt>
|
---|
1187 | <br><tt> This object will push
|
---|
1188 | the player in the direction of the arrows.</tt>
|
---|
1189 | <br><tt> The level designer can
|
---|
1190 | change the strength at which it pushes the</tt>
|
---|
1191 | <br><tt> player in its AI.</tt>
|
---|
1192 | <p><tt> If it has no links it
|
---|
1193 | will be active.</tt>
|
---|
1194 | <br><tt> It can be linked to
|
---|
1195 | a sensor or switch and will be</tt>
|
---|
1196 | <br><tt> activated when the sensor
|
---|
1197 | or switch is in an on state.</tt>
|
---|
1198 | <p><a NAME="R"></a><tt>RESPAWNER</tt>
|
---|
1199 | <br><tt> This object, like the
|
---|
1200 | DEATH_RESPAWNER, spawns new objects. It has but</tt>
|
---|
1201 | <br><tt> one link, the object
|
---|
1202 | it will respawn. There is a user definable delay</tt>
|
---|
1203 | <br><tt> between respawns in
|
---|
1204 | its AI. An object is respawned only if it is</tt>
|
---|
1205 | <br><tt> deleted once spawned.
|
---|
1206 | The object will be spawned at the location of</tt>
|
---|
1207 | <br><tt> the RESPAWNER. One use
|
---|
1208 | of this object is to have infinite sources of</tt>
|
---|
1209 | <br><tt> ammo and health in network
|
---|
1210 | games.</tt>
|
---|
1211 | <p><tt>RESTART_POSITION</tt>
|
---|
1212 | <br><tt> This object functions
|
---|
1213 | as a user activated save position in the game.</tt>
|
---|
1214 | <br><tt> When the levels tend
|
---|
1215 | to be very large, it is necessary to put in</tt>
|
---|
1216 | <br><tt> RESTART_POSITIONs, so
|
---|
1217 | that if the player dies, they do not have to</tt>
|
---|
1218 | <br><tt> start from the very
|
---|
1219 | beginning again. In general, the more</tt>
|
---|
1220 | <br><tt> RESTART_POSITIONs a
|
---|
1221 | level has the easier it is.</tt>
|
---|
1222 | <p><tt>ROB1</tt>
|
---|
1223 | <br><tt> A large robot which
|
---|
1224 | can chase you down halls. It has large spinning</tt>
|
---|
1225 | <br><tt> blades which are situated
|
---|
1226 | in front of it, that do a decent amount of</tt>
|
---|
1227 | <br><tt> damage. It has user
|
---|
1228 | definable speed and health settings in its AI.</tt>
|
---|
1229 | <p><tt> If it has no links it
|
---|
1230 | will be active.</tt>
|
---|
1231 | <br><tt> It can be linked to
|
---|
1232 | a sensor or switch and will be</tt>
|
---|
1233 | <br><tt> activated when the sensor
|
---|
1234 | or switch is in an on state.</tt>
|
---|
1235 | <p><tt>ROCKET_ICON2</tt>
|
---|
1236 | <br><tt> This is the small ammo
|
---|
1237 | unit for the Rocket Launcher. It gives</tt>
|
---|
1238 | <br><tt> the player 2 additional
|
---|
1239 | units of ammo. Like all ammo, if it is</tt>
|
---|
1240 | <br><tt> connected to a sensor
|
---|
1241 | or switch which is off, the ammo will be</tt>
|
---|
1242 | <br><tt> invisible, untouchable,
|
---|
1243 | and unaffected by gravity, until the sensor</tt>
|
---|
1244 | <br><tt> or switch turns on.</tt>
|
---|
1245 | <p><tt> If it has no links it
|
---|
1246 | will be active.</tt>
|
---|
1247 | <br><tt> It can be linked to
|
---|
1248 | a sensor or switch and will be</tt>
|
---|
1249 | <br><tt> activated when the sensor
|
---|
1250 | or switch is in an on state.</tt>
|
---|
1251 | <p><tt>ROCKET_ICON5</tt>
|
---|
1252 | <br><tt> This is the large ammo
|
---|
1253 | unit for the Rocket Launcher. It gives</tt>
|
---|
1254 | <br><tt> the player 5 additional
|
---|
1255 | units of ammo. Like all ammo, if it is</tt>
|
---|
1256 | <br><tt> connected to a sensor
|
---|
1257 | or switch which is off, the ammo will be</tt>
|
---|
1258 | <br><tt> invisible, untouchable,
|
---|
1259 | and unaffected by gravity, until the sensor</tt>
|
---|
1260 | <br><tt> or switch turns on.</tt>
|
---|
1261 | <p><tt> If it has no links it
|
---|
1262 | will be active.</tt>
|
---|
1263 | <br><tt> It can be linked to
|
---|
1264 | a sensor or switch and will be</tt>
|
---|
1265 | <br><tt> activated when the sensor
|
---|
1266 | or switch is in an on state.</tt>
|
---|
1267 | <p><tt>RUNG_B, RUNG_F</tt>
|
---|
1268 | <br><tt> A decorative black and
|
---|
1269 | yellow set of bars that appears behind the</tt>
|
---|
1270 | <br><tt> player. The RUNG_F looks
|
---|
1271 | the same, but it is drawn in front of the</tt>
|
---|
1272 | <br><tt> player, so the player
|
---|
1273 | moves behind it.</tt>
|
---|
1274 | <p><a NAME="S"></a><a NAME="Sensor"></a><tt>SENSOR</tt>
|
---|
1275 | <br><tt> The sensor is the basic
|
---|
1276 | triggering device. In addition to responding</tt>
|
---|
1277 | <br><tt> to the player's position,
|
---|
1278 | a sensor can also be used to extend the</tt>
|
---|
1279 | <br><tt> range of other objects,
|
---|
1280 | since sensors have the longest range. A sensor</tt>
|
---|
1281 | <br><tt> has on and off area
|
---|
1282 | boxes. When the player enters the on area (green</tt>
|
---|
1283 | <br><tt> box) the sensor will
|
---|
1284 | turn on and stay on until the player leaves the</tt>
|
---|
1285 | <br><tt> off area (red box).</tt>
|
---|
1286 | <p><tt> Note that a player is
|
---|
1287 | only in the box if his feet are.</tt>
|
---|
1288 | <p><tt> The off area typically
|
---|
1289 | encloses the on area, but this does not have</tt>
|
---|
1290 | <br><tt> to be the case. Each
|
---|
1291 | of the areas is user definable in the sensor's</tt>
|
---|
1292 | <br><tt> AI.</tt>
|
---|
1293 | <p><tt> Sensors do not processs
|
---|
1294 | their links.</tt>
|
---|
1295 | <p><tt>SENSOR_GRAVITY</tt>
|
---|
1296 | <br><tt> *Info on this object
|
---|
1297 | coming soon!*</tt>
|
---|
1298 | <p><tt>SENSOR_HEALTH</tt>
|
---|
1299 | <br><tt> This is a sensor that
|
---|
1300 | can be used to give or take away health when the</tt>
|
---|
1301 | <br><tt> player's feet come in
|
---|
1302 | contact with the sensor. It's very useful for</tt>
|
---|
1303 | <br><tt> making 'bottomless pits'
|
---|
1304 | or for refilling the player's health at the</tt>
|
---|
1305 | <br><tt> beginning of a level/section.</tt>
|
---|
1306 | <p><tt>SENSOR_LEVEL</tt>
|
---|
1307 | <br><tt> Another handy new sensor,
|
---|
1308 | this can be used to transport the player to</tt>
|
---|
1309 | <br><tt> a different level without
|
---|
1310 | the use of a big burly NEXT_LEVEL structure.</tt>
|
---|
1311 | <p><tt>SENSOR_TELEPORT</tt>
|
---|
1312 | <br><tt> This sensor will teleport
|
---|
1313 | the player to a different spot on the map.</tt>
|
---|
1314 | <br><tt> Useful for making 'infinite
|
---|
1315 | loops'. There is also an option in the AI</tt>
|
---|
1316 | <br><tt> for an 'Action Key'
|
---|
1317 | meaning that if you toggle this option, the player</tt>
|
---|
1318 | <br><tt> will have to use the
|
---|
1319 | SENSOR_TELEPORT by pressing the down arrow, just</tt>
|
---|
1320 | <br><tt> like with a TELE2 or
|
---|
1321 | a TP_DOOR.</tt>
|
---|
1322 | <p><tt>SENSORBEAM</tt>
|
---|
1323 | <br><tt> This is a decorative
|
---|
1324 | red beam that looks like a smaller version of the</tt>
|
---|
1325 | <br><tt> FORCE_FIELD. When coupled
|
---|
1326 | with a sensor (ideally of length = 7), it can</tt>
|
---|
1327 | <br><tt> be made to look like
|
---|
1328 | it's triggering an object.</tt>
|
---|
1329 | <p><tt>SHOULDER_LAMP</tt>
|
---|
1330 | <br><tt> This looks like a small
|
---|
1331 | little scope. When obtained, it acts like the</tt>
|
---|
1332 | <br><tt> POWER icons. It attaches
|
---|
1333 | a light to the player. Perfect for those deep</tt>
|
---|
1334 | <br><tt> dark trench-type levels
|
---|
1335 | or for those too lazy to add lots of lighting to</tt>
|
---|
1336 | <br><tt> their levels. You do
|
---|
1337 | not have to use the right mouse button with</tt>
|
---|
1338 | <br><tt> this powerup.</tt>
|
---|
1339 | <p><tt>SMART_PLAT_BIG</tt>
|
---|
1340 | <br><tt> The smart platforms
|
---|
1341 | are objects which require two links, typically</tt>
|
---|
1342 | <br><tt> (but not always) a pair
|
---|
1343 | of sensors. If a link is on, it will travel to</tt>
|
---|
1344 | <br><tt> that linked object's
|
---|
1345 | location. A third optional link will, if it</tt>
|
---|
1346 | <br><tt> exists, direct the platform
|
---|
1347 | to be active or inactive, depending on the</tt>
|
---|
1348 | <br><tt> link's state (on will
|
---|
1349 | activate, and off will deactivate). The speed of</tt>
|
---|
1350 | <br><tt> the platform can be
|
---|
1351 | changed in its AI.</tt>
|
---|
1352 | <br><tt> This platform is a big
|
---|
1353 | techno looking platform.</tt>
|
---|
1354 | <p><tt>SMART_PLAT_ELEV, SMART_PLAT_ELEV_SPACE</tt>
|
---|
1355 | <br><tt> Try these objects with
|
---|
1356 | the new space palette.</tt>
|
---|
1357 | <p><tt>SMART_PLAT_MEDIUM</tt>
|
---|
1358 | <br><tt> This platform is a medium-sized
|
---|
1359 | techno looking platform.</tt>
|
---|
1360 | <p><tt>SMART_PLAT_RED</tt>
|
---|
1361 | <br><tt> This platform is a big
|
---|
1362 | alien looking platform.</tt>
|
---|
1363 | <p><tt>SMART_PLAT_SMALL</tt>
|
---|
1364 | <br><tt> This platform is a small
|
---|
1365 | techno looking platform.</tt>
|
---|
1366 | <p><tt>SPACE_DOOR</tt>
|
---|
1367 | <br><tt> This door acts just
|
---|
1368 | like the SWITCH_DOOR, only it is made to fit in</tt>
|
---|
1369 | <br><tt> with the foreground
|
---|
1370 | from the space palettes. Try out the sample</tt>
|
---|
1371 | <br><tt> level t_space.spe in
|
---|
1372 | addon/claudio for examples of how this and other</tt>
|
---|
1373 | <br><tt> new objects and art
|
---|
1374 | are used.</tt>
|
---|
1375 | <p><tt>SPACE_DOOR_WIDE</tt>
|
---|
1376 | <br><tt> This door acts just
|
---|
1377 | like the TP_DOOR, only it is made to fit in</tt>
|
---|
1378 | <br><tt> with the foreground
|
---|
1379 | from the space palettes. Try out the sample</tt>
|
---|
1380 | <br><tt> level t_space.spe in
|
---|
1381 | addon/claudio for examples of how this and other</tt>
|
---|
1382 | <br><tt> new objects are used.
|
---|
1383 | When this door opens, you can see the foreground</tt>
|
---|
1384 | <br><tt> tiles that lie behind
|
---|
1385 | it... this can be used for artistic effect.</tt>
|
---|
1386 | <p><tt>SPACE_SWITCH</tt>
|
---|
1387 | <br><tt> This switch acts just
|
---|
1388 | like the normal SWITCH, only it is made to</tt>
|
---|
1389 | <br><tt> fit in with the foreground
|
---|
1390 | from the space palettes. Try out the</tt>
|
---|
1391 | <br><tt> sample level t_space.spe
|
---|
1392 | in addon/claudio for examples of how this</tt>
|
---|
1393 | <br><tt> and other new objects
|
---|
1394 | are used.</tt>
|
---|
1395 | <p><tt>SPRAY_GUN</tt>
|
---|
1396 | <br><tt> This is a gun object
|
---|
1397 | which, when active, will shoot out sprays of</tt>
|
---|
1398 | <br><tt> fire. It is capable
|
---|
1399 | of shooting any of the weapon types. You can use</tt>
|
---|
1400 | <br><tt> the ANT_ROOF method
|
---|
1401 | for altering the weapon type, or change it in the</tt>
|
---|
1402 | <br><tt> AI. The arc range and
|
---|
1403 | firing speed are also user configurable.</tt>
|
---|
1404 | <br><tt> You can use the number
|
---|
1405 | keys to change the weapon type quickly.</tt>
|
---|
1406 | <p><tt> If it has no links it
|
---|
1407 | will NOT be active.</tt>
|
---|
1408 | <br><tt> It can be linked to
|
---|
1409 | a sensor or switch and will be</tt>
|
---|
1410 | <br><tt> activated when the sensor
|
---|
1411 | or switch is in an on state.</tt>
|
---|
1412 | <p><tt>SPRING</tt>
|
---|
1413 | <br><tt> This object will allow
|
---|
1414 | the player to jump higher than normal.</tt>
|
---|
1415 | <br><tt> The longer the player
|
---|
1416 | is in contact with the SPRING object</tt>
|
---|
1417 | <br><tt> the further it will
|
---|
1418 | push them. The strength of the push is</tt>
|
---|
1419 | <br><tt> user definable.</tt>
|
---|
1420 | <p><tt> If it has no links it
|
---|
1421 | will be active.</tt>
|
---|
1422 | <br><tt> It can be linked to
|
---|
1423 | a sensor or switch and will be</tt>
|
---|
1424 | <br><tt> activated when the sensor
|
---|
1425 | or switch is in an on state.</tt>
|
---|
1426 | <p><tt>START</tt>
|
---|
1427 | <br><tt> This object sets the
|
---|
1428 | starting point for the player when the game</tt>
|
---|
1429 | <br><tt> is begun anew. If the
|
---|
1430 | player is set behind objects when the game</tt>
|
---|
1431 | <br><tt> starts, then is nessecary
|
---|
1432 | to raise this object and save the level</tt>
|
---|
1433 | <br><tt> again with the raised
|
---|
1434 | START object.</tt>
|
---|
1435 | <br><tt> To raise objects, position
|
---|
1436 | the mouse cursor over the object, and</tt>
|
---|
1437 | <br><tt> press <>> (<SHIFT>-<.>).</tt>
|
---|
1438 | <p><tt> It is possible to have
|
---|
1439 | multiple starting points in a level. The</tt>
|
---|
1440 | <br><tt> game will start where
|
---|
1441 | the last one was placed.</tt>
|
---|
1442 | <p><tt>STEP</tt>
|
---|
1443 | <br><tt> A simple step that the
|
---|
1444 | player can walk on.</tt>
|
---|
1445 | <p><a NAME="Switch"></a><tt>SWITCH</tt>
|
---|
1446 | <br><tt> This is a user activated
|
---|
1447 | object. It has two states, on and off.</tt>
|
---|
1448 | <br><tt> Other objects reference
|
---|
1449 | this object often, as it is a versatile tool.</tt>
|
---|
1450 | <p><tt>SWITCH_BALL</tt>
|
---|
1451 | <br><tt> This is a user activated
|
---|
1452 | object. It has two states, on and off.</tt>
|
---|
1453 | <br><tt> It is similar to the
|
---|
1454 | regular switch, but is activated when it is</tt>
|
---|
1455 | <br><tt> shot. It cannot be deactivated.</tt>
|
---|
1456 | <p><tt>SWITCH_DELAY</tt>
|
---|
1457 | <br><tt> This switch, once activated,
|
---|
1458 | will revert back to its default state</tt>
|
---|
1459 | <br><tt> after a user definable
|
---|
1460 | time delay. Its default state is off.</tt>
|
---|
1461 | <p><tt>SWITCH_DIMMER</tt>
|
---|
1462 | <br><tt> This is the only object
|
---|
1463 | that can modify lights. It requires two</tt>
|
---|
1464 | <br><tt> links, one to a switch
|
---|
1465 | or any object which can change states</tt>
|
---|
1466 | <br><tt> (on or off), and the
|
---|
1467 | other to a light which it modifies. Since</tt>
|
---|
1468 | <br><tt> light and object links
|
---|
1469 | are different, you can link them in any</tt>
|
---|
1470 | <br><tt> order. The amount of
|
---|
1471 | decrease in light can be set in the AI.</tt>
|
---|
1472 | <br><tt> If you flip a SWITCH_DIMMER
|
---|
1473 | around (press the <x> key with your</tt>
|
---|
1474 | <br><tt> cursor over the SWITCH_DIMMER),
|
---|
1475 | the light will grow instead of</tt>
|
---|
1476 | <br><tt> shrink. The SWITCH_DIMMER
|
---|
1477 | will only activate when the object it is</tt>
|
---|
1478 | <br><tt> linked to is in the
|
---|
1479 | on state.</tt>
|
---|
1480 | <p><tt> If it has no links it
|
---|
1481 | will NOT be active.</tt>
|
---|
1482 | <br><tt> It can be linked to
|
---|
1483 | a sensor or switch and will be</tt>
|
---|
1484 | <br><tt> activated when the sensor
|
---|
1485 | or switch is in an on state.</tt>
|
---|
1486 | <p><tt>SWITCH_DOOR</tt>
|
---|
1487 | <br><tt> A SWITCH_DOOR requires
|
---|
1488 | one link. When this link is off, the</tt>
|
---|
1489 | <br><tt> SWITCH_DOOR will be
|
---|
1490 | in a blocking state, but when on, the</tt>
|
---|
1491 | <br><tt> SWITCH_DOOR will be
|
---|
1492 | in a non-blocking state.</tt>
|
---|
1493 | <p><tt> It can be linked to a
|
---|
1494 | sensor or switch and will be</tt>
|
---|
1495 | <br><tt> activated when the sensor
|
---|
1496 | or switch is in an on state.</tt>
|
---|
1497 | <p><tt>SWITCH_MOVER</tt>
|
---|
1498 | <br><tt> This object requires
|
---|
1499 | two links, the first to the object which is</tt>
|
---|
1500 | <br><tt> to be moved and the
|
---|
1501 | second to any object which can change states (on</tt>
|
---|
1502 | <br><tt> or off). When the second
|
---|
1503 | object's state is on, the switch mover will</tt>
|
---|
1504 | <br><tt> move the first object
|
---|
1505 | to the SWITCH_MOVER's current position. The</tt>
|
---|
1506 | <br><tt> engine will then delete
|
---|
1507 | the SWITCH_MOVER.</tt>
|
---|
1508 | <p><tt> A SWITCH_MOVER with no
|
---|
1509 | links will be deleted by the engine.</tt>
|
---|
1510 | <br><tt> It can be linked to
|
---|
1511 | a sensor or switch and will be</tt>
|
---|
1512 | <br><tt> activated when the sensor
|
---|
1513 | or switch is in an on state.</tt>
|
---|
1514 | <p><tt>SWITCH_ONCE</tt>
|
---|
1515 | <br><tt> This is a user activated
|
---|
1516 | object. It has two states, on and off.</tt>
|
---|
1517 | <br><tt> Other objects reference
|
---|
1518 | this object often as it is a versatile</tt>
|
---|
1519 | <br><tt> tool. It can only be
|
---|
1520 | switched ONCE.</tt>
|
---|
1521 | <p><tt>SWITCH_TELEPORTER</tt>
|
---|
1522 | <br><tt> *Info on this object
|
---|
1523 | coming soon!*</tt>
|
---|
1524 | <p><a NAME="T"></a><tt>TELE2</tt>
|
---|
1525 | <br><tt> This is an object which
|
---|
1526 | requires one link. When activated, it will</tt>
|
---|
1527 | <br><tt> teleport the player
|
---|
1528 | to the postion of the object it is linked to.</tt>
|
---|
1529 | <br><tt> TELE2s can be linked
|
---|
1530 | to each other, thus creating connections within</tt>
|
---|
1531 | <br><tt> levels which have no
|
---|
1532 | direct connections.</tt>
|
---|
1533 | <p><tt>TP_DOOR</tt>
|
---|
1534 | <br><tt> A TP_DOOR requires one
|
---|
1535 | link. This link should be to another TP_DOOR.</tt>
|
---|
1536 | <br><tt> When the TP_DOOR is
|
---|
1537 | activated, it will teleport the player to the</tt>
|
---|
1538 | <br><tt> TP_DOOR it is linked
|
---|
1539 | to.</tt><tt></tt>
|
---|
1540 | <p><tt>TP_DOOR_INVIS</tt>
|
---|
1541 | <br><tt> These work much like
|
---|
1542 | the SENSOR_TELEPORTERs with their action key set</tt>
|
---|
1543 | <br><tt> to '1'. Just think of
|
---|
1544 | it as an invisible teleporter. As with other</tt>
|
---|
1545 | <br><tt> objects of this type,
|
---|
1546 | use foreground cues to give the impression of a</tt>
|
---|
1547 | <br><tt> door. Or, don't give
|
---|
1548 | any cues and make some super fancy secret area.</tt>
|
---|
1549 | <br><tt> </tt>
|
---|
1550 | <br><tt>TRACK_GUN</tt>
|
---|
1551 | <br><tt> This object, when active,
|
---|
1552 | will track and shoot the player. Rate of</tt>
|
---|
1553 | <br><tt> fire and weapon type
|
---|
1554 | are modifiable via its AI. You can use the</tt>
|
---|
1555 | <br><tt> number keys to change
|
---|
1556 | the weapon type quickly.</tt>
|
---|
1557 | <p><tt> If it has no links it
|
---|
1558 | will be active.</tt>
|
---|
1559 | <br><tt> It can be linked to
|
---|
1560 | a sensor or switch and will be</tt>
|
---|
1561 | <br><tt> activated when the sensor
|
---|
1562 | or switch is in an on state.</tt>
|
---|
1563 | <p><tt>TRAIN_MSG</tt>
|
---|
1564 | <br><tt> When a player is near
|
---|
1565 | this object, a preset message will be printed.</tt>
|
---|
1566 | <br><tt> These messages are defined
|
---|
1567 | externally.</tt>
|
---|
1568 | <p><tt>TRAP_DOOR2</tt>
|
---|
1569 | <br><tt> A door similar to the
|
---|
1570 | SWITCH_DOOR, but this is used on the floor.</tt>
|
---|
1571 | <br><tt> (see SWITCH DOOR)</tt>
|
---|
1572 | <p><tt> It can be linked to a
|
---|
1573 | sensor or switch and will be</tt>
|
---|
1574 | <br><tt> activated when the sensor
|
---|
1575 | or switch is in an on state.</tt>
|
---|
1576 | <p><tt>TRAP_DOOR3</tt>
|
---|
1577 | <br><tt> A door similar to the
|
---|
1578 | SWITCH_DOOR, but this is used on the floor.</tt>
|
---|
1579 | <br><tt> (see SWITCH DOOR)</tt>
|
---|
1580 | <p><tt> It can be linked to a
|
---|
1581 | sensor or switch and will be</tt>
|
---|
1582 | <br><tt> activated when the sensor
|
---|
1583 | or switch is in an on state.</tt>
|
---|
1584 | <p><tt>T_REX</tt>
|
---|
1585 | <br><tt> A fairly large dinosaur
|
---|
1586 | creature that is like a quick, scary, pre-</tt>
|
---|
1587 | <br><tt> historic version of
|
---|
1588 | the ROB1.</tt>
|
---|
1589 | <p><tt> If it has no links it
|
---|
1590 | will be active.</tt>
|
---|
1591 | <br><tt> It can be linked to
|
---|
1592 | a sensor or switch and will be</tt>
|
---|
1593 | <br><tt> activated when the sensor
|
---|
1594 | or switch is in an on state.</tt>
|
---|
1595 | <p><a NAME="W"></a><tt>WALK_ROB</tt>
|
---|
1596 | <br><tt> Not to be mistaken with
|
---|
1597 | the ROB1, this is a walking robot that acts</tt>
|
---|
1598 | <br><tt> like the DROID objects.
|
---|
1599 | The Twisted Minds addon included with fRaBs</tt>
|
---|
1600 | <br><tt> has a variation on this
|
---|
1601 | object that has a shield when it is not</tt>
|
---|
1602 | <br><tt> moving. In the future
|
---|
1603 | I would like to make additional behaivoral</tt>
|
---|
1604 | <br><tt> changes to this object.</tt>
|
---|
1605 | <p><tt> If it has no links it
|
---|
1606 | will be active.</tt>
|
---|
1607 | <br><tt> It can be linked to
|
---|
1608 | a sensor or switch and will be</tt>
|
---|
1609 | <br><tt> activated when the sensor
|
---|
1610 | or switch is in an on state.</tt>
|
---|
1611 | <p><tt>WALK_ROB2</tt>
|
---|
1612 | <br><tt> A variant on the first
|
---|
1613 | WALK_ROB, this fires quicker and walks faster.</tt>
|
---|
1614 | <br><tt> You can't stand on it's
|
---|
1615 | head like you can with the other WALK_ROB.</tt>
|
---|
1616 | <br><tt> However, when you kill
|
---|
1617 | it, a little WALK_ROBHEAD will appear and fly</tt>
|
---|
1618 | <br><tt> around and shoot at
|
---|
1619 | you.</tt>
|
---|
1620 | <p><tt>WALK_ROBHEAD</tt>
|
---|
1621 | <br><tt> This is yet another
|
---|
1622 | flying robot. I typically make them stronger than</tt>
|
---|
1623 | <br><tt> other small flying robots
|
---|
1624 | by giving them rockets and a quicker firing</tt>
|
---|
1625 | <br><tt> rate. When you kill
|
---|
1626 | a WALK_ROB2, these will just shoot the little</tt>
|
---|
1627 | <br><tt> Pulse Shot (ai_type
|
---|
1628 | 9).</tt>
|
---|
1629 | <p><tt> If it has no links it
|
---|
1630 | will be active.</tt>
|
---|
1631 | <br><tt> It can be linked to
|
---|
1632 | a sensor or switch and will be</tt>
|
---|
1633 | <br><tt> activated when the sensor
|
---|
1634 | or switch is in an on state.</tt>
|
---|
1635 | <p><tt>WATER</tt>
|
---|
1636 | <br><tt> This decorative green
|
---|
1637 | water does no damage to the player.</tt>
|
---|
1638 | <p><tt>WATER_DEEP1, WATER_DEEP2, WATER_SURF1, WATER_SURF2</tt>
|
---|
1639 | <br><tt> The WATER_DEEP and WATER_SURF
|
---|
1640 | objects are gray, transparent running water</tt>
|
---|
1641 | <br><tt> objects that can be
|
---|
1642 | lined up to make streams, lakes, and whatnot. The</tt>
|
---|
1643 | <br><tt> DEEP2/SURF2 objects
|
---|
1644 | have a 3D-ish aspect that allows them to be lined up</tt>
|
---|
1645 | <br><tt> with the wall foreground
|
---|
1646 | tiles, while the DEEP1/SURF1 objects are perfect</tt>
|
---|
1647 | <br><tt> rectangles. The SURF
|
---|
1648 | objects have wavy tops, while the DEEP objects do not.</tt>
|
---|
1649 | <br><tt> These objects will damage
|
---|
1650 | the player slightly upon contact.</tt>
|
---|
1651 | <p><tt>WATER_FALL1</tt>
|
---|
1652 | <br><tt> A waterfall object that
|
---|
1653 | is completely different from the WFALL</tt>
|
---|
1654 | <br><tt> and the WFALL2. It is
|
---|
1655 | meant to be used with blue tiles, but even then it</tt>
|
---|
1656 | <br><tt> still looks pretty ugly.
|
---|
1657 | The test level included in addon/claudio is not</tt>
|
---|
1658 | <br><tt> set up correctly with
|
---|
1659 | the right foreground tiles. Basically, this is a</tt>
|
---|
1660 | <br><tt> useless object overall.</tt>
|
---|
1661 | <p><tt>WEAP_DFRIS (variations)</tt>
|
---|
1662 | <br><tt> These act like the weapon
|
---|
1663 | ammo objects in fRaBs. However, in the</tt>
|
---|
1664 | <br><tt> Twisted Minds addon
|
---|
1665 | you are required to find the weapons and then</tt>
|
---|
1666 | <br><tt> find the ammo for them.
|
---|
1667 | See any of the ammo objects for details on</tt>
|
---|
1668 | <br><tt> how these work. (Ed.
|
---|
1669 | note: As a rule, for normal levels I use the</tt>
|
---|
1670 | <br><tt> regular ammo objects.)</tt>
|
---|
1671 | <p><tt> There is a WEAP_OBJECT
|
---|
1672 | for each of the 8 weapons in fRaBs.</tt>
|
---|
1673 | <p><tt>WFALL, WGRILL</tt>
|
---|
1674 | <br><tt> The WFALL is a medium-sized
|
---|
1675 | green decorative waterfall. It looks best</tt>
|
---|
1676 | <br><tt> when used in conjunction
|
---|
1677 | with the WGRILL.</tt>
|
---|
1678 | <p><tt>WFALL2 (variations)</tt>
|
---|
1679 | <br><tt> This is a slender, green
|
---|
1680 | waterfall. Both this and the SEWER_FALL_THIN</tt>
|
---|
1681 | <br><tt> are identical, but are
|
---|
1682 | both included for the sake of compatibility with</tt>
|
---|
1683 | <br><tt> older Abuse levels.</tt>
|
---|
1684 | <p><tt>WHO</tt>
|
---|
1685 | <br><tt> Another type of flying
|
---|
1686 | robot, with the same attributes as the FLYER.</tt>
|
---|
1687 | <br><tt> (see FLYER) However,
|
---|
1688 | these do not have the ai_type variable, so they</tt>
|
---|
1689 | <br><tt> end up only shooting
|
---|
1690 | the pulse shot (ai_type 9).</tt>
|
---|
1691 | <p><tt> If it has no links it
|
---|
1692 | will be active.</tt>
|
---|
1693 | <br><tt> It can be linked to
|
---|
1694 | a sensor or switch and will be</tt>
|
---|
1695 | <br><tt> activated when the sensor
|
---|
1696 | or 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>
|
---|