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[2.d] Object List
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Some objects which have on/off states will change their color to
reflect
these states. Green, of course, means on, while red means off.
The
following objects do this :
Sensor
Death_respawner
Death_sensor
All of the logic gates
Indicator
Switch
There are a few objects that can be confusingly named in fRaBs,
such as
ANTCRACK2 and ANT_CRACK_NEW, and other variations. These variations
will
be described under one listing, such as ANT_CRACK.
The new ants such as
the ANT_JUMP and the ANT will all be listed under ANT_ROOF,
the original
object in which these slightly different objects are derived from.
Another important note to remember with lots of these enemies is
that you
can modify their AI to have them shoot a variation of weapon types,
which
are often referred to as ai_types. A list of the various ai_types
can be
found with the description of the ANT_CRACK objects.
Now let's take a look at the objects.
A - B - C
- D - E - F - G
- H - I - J - K - L
- M
N - O - P
- Q - R - S - T - U
- V - W - X - Y - Z
ALIEN_DRONE (variations)
This is an alien drone
taken from the Aliens movies, for the Aliens
Abuse addon. It acts
similar to the ant objects, although this one has
the ability to push
the player around upon contact and it does not fire
a weapon, although in
the future it may.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
The ALIEN_WARRIOR is a larger version of the alien drone.
AMBIENT_SOUND (variations)
AMBIENT_SOUNDs are played
continuously with a user definable delay
and volume. They have
a range of 500 pixels. Volume is highest at the
point of origin, and
diminishes with distance. You can use the
number keys to change
the sound type quickly. Use SHIFT-number key
to get more of the sound
effects.
It can be linked to a
sensor or switch and will be
activated when the sensor
or switch is in an on state.
AMBIENT_SOUND2 uses different
sound effects than AMBIENT_SOUND. These
sounds are located in
addon/leon.
ANT_CRACK (variations)
An ANT_CRACK is an irregular
object from which any number and type of
aliens can come bursting
forth. The user can set the number and type
of aliens by accessing
the extended AI options. The alien types
(ai_types) are as follows
:
0 = yellow-white fast
Laser shot
1 = golden-orange slow
Laser shot
2 = Grenade
3 = Rocket
4 = Plasma
5 = Fire Bomb
6 = Death Frizbee (may
cause errors)
7 = Laser Saber
8 = Nothing
9 = Pulse shot (Flyers
shoot these... with ants the game may crash)
10 = Nothing
11 = quick white Laser shot
12 = three white Laser shots
13 = five white Laser shots
50 = green 'acid' laser (may/may
not work)
You can also press a
number key while the cursor is on the ant to
quickly change the type
of weapon it fires.
If it has no links it
will NOT be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
(Leon's variations)
A couple of interesting
takes on the ANT_CRACK idea are the 'anthole'
objects. The ANTHOLE
and the ANTCRACK2 are objects that will create a
new ant for every ant
you kill, allowing for a max ants variable that
tells the ANTHOLE that
if there are less than N objects on screen, it
needs to spawn another
ant. There is also a delay variable that will
make the ANTHOLE wait
for a certain period of time before the next ant
is created. Like the
ANT_CRACK, the ants these 'anthole' objects spawn
have a user-definable
ai_type. The ANTCRACK2 looks like a regular
ANT_CRACK and has the
ants jumping out of a crack, while the ANTHOLE
spawns falling ants,
similar to an ANT_ROOF with the hiden variable
set to 1.
It is important to distinguish
the ANTCRACK2 from the ANT_CRACK_NEW
object, which acts exactly
like a normal ANT_CRACK except that the ants
it spews leave corpses
behind when they die. Finally, there is one last
object, the ANT_CRACK_HIDDEN,
which is an invisible version of the
normal ANT_CRACK. During
edit mode, both of these are indistinguishable
from regular ANT_CRACKs,
but in the case of the ANT_CRACK_HIDDEN, it
is invisible during
actual gameplay.
ANT_ROOF (variations)
An ANT_ROOF is an alien
whose normal state is a invulnerable coccon.
Usually placed on the
roof, hence its name. It will activate when
the player comes within
range when UNDERNEATH it. It will not activate
if the player is above
it, even when in range. An ANT_ROOF can be of
any type of alien. To
change its type, place the mouse cursor over the
alien of your choice,
watching for a grey bounding box to be drawn.
Once you are over the
alien press any of the number keys from 1-7 to
change the alien type,
refer above to alien type and number. For the
newer alien types, go
to the AI menu and change the ai_type field
manually. The hiden
variable can be used to make the ant cocoon
invisible until activated;
this function replaces the older object, the
HIDDEN_ANT, that was
found in previous versions of Abuse.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
(Leon's variations)
There are many new variations
on the ANT_ROOF concept, designed for ants
that have different
patterns of behavior. There is an object called ANT
that acts the same as
an ANT_ROOF, and even behaves the same, but it has
the probability of leaving
a bloody corpse when it dies, rather than just
exploding like your
run-of-the-mill ANT_ROOF. If you like the corpses that
ants leave behind, you
may want to start using the ANT object rather than
the ANT_ROOF for your
levels. Keep in mind, however, that these new
variations and other
objects will only work when you play your level in
fRaBs (or a version
of Abuse that has the new LISP integrated correctly).
Some of the new ants,
such as the ANT_JUMPER, actually act differently. As
the name would suggest,
these ones like to hop around. Some names aren't
as obvious, however.
The ANT_TOUGH is an ant that does not 'fall back'
when it is shot, and
it fires in quick, unpredictable bursts. In addition,
this one doesn't climb
on walls and it has a tougher skin. An ANT_TOUGH
with 20 health will
be much harder to kill than an ANT_ROOF with similar
attributes. Look in
/addon/leon/ and run leon.bat to see some levels that
use grey ANT_TOUGH objects
as end-of-level bosses.
The ANT_GREATER2 is a
faster version of the ANT_ROOF that does not get
immobilized when shot
and doesn't climb on walls, similar to the ANT_TOUGH.
However, it doesn't
shoot as much as the ANT_TOUGH. They're a suprise pest
though, because the
player will be wondering why the ants are moving so
quickly all of a sudden.
:)
The ANT_PRED is an ant
that is invisible to the player. Think of an
ANT_ROOF that got the
POWER_SNEAKY item and you have an ANT_PRED. You can
get a similar effect
from the ANT_ROOF by setting the fade variable to 15
in it's AI.
One interesting characteristic
of these new ANT_ROOF variations is the
new variables in their
AI, called 'class specific var1'(2)(3). The effects
of these variables are
not fully known/documented. The first class specific
variable is interesting,
though. By setting the ant's health to X and the
'class specific var1'
to 20, the ant's health actually becomes 20X. This is
useful, because previously
the ants had a max health of something in the
12,000 range, but by
using a large 'class specific var1' there is no real
limit to how much life
you can give an ant. This is one way to offset the
strength of the BFG
in a level - simply give the ants a whole lot of health
by using the different
variations and their class var.
ANT_SHIP
The ANT_SHIP is a flying
behemoth, driven by a single tiny ant. It has a
customizable ai_type,
but once it is shot it will cycle through a few
different ai_types until
it dies. Watch out, because before it dies
the player is subject
to be shot with firebomb. It can be a formidable
opponent.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
BIG_BOMB
A really big bomb which
is triggered by a sensor or switch.
It has a user definable
delay which can be set in its AI.
It can kill the player
if they are in range of its blast, which is
not very large. They
can be chained together by linking them
sequentially. If placed
with no links, the bomb will explode on its
own.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
BLOCK
A BLOCK is just an object
which can be hurt, but otherwise
only blocks the player.
The player can walk on BLOCKs. BLOCKs have a
health of 30.
It ignores all links.
BOULDER
A BOULDER is a huge,
spiked ball. If dropped from a height, it
will bounce on the floor
doing damage to anything beneath it,
including aliens, HIDDEN
tiles, players, and anything else
capable of being hurt.
Its x and y velocity can be modified in
its AI. It can be killed.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
BOMB
This is a smaller version
of the BIG_BOMB and does the same thing,
but has a weaker and
smaller explosion. See BIG_BOMB above.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
CONC
This is a mine. When
touched by the player, it explodes, causing
damage. Otherwise it
will just sit there waiting for the player.
Typically placed on
the floor.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
CONC_AIR
This is a air mine.
Essentially the same as the CONC mine, except
it looks different.
Typically placed in the air.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
DEATH_RESPAWNER
The DEATH_RESPAWNER
will spawn a new object at the location of another
object, when that object
dies. For example, if linked to an alien, a
user chosen object will
appear where that alien died. This can be
useful for creating
types of puzzles where the player must kill a
certain alien. This
object can only be used on the alien objects.
The linking order is as follows:
First, link the DEATH_RESPAWNER to the object you want to
be respawned.
Next, link the DEATH_RESPAWNER to any number of aliens (ANTs).
DEATH_SENSOR
This object, like all
other sensors, has two states : on and off.
Whenever the object
this sensor is linked to dies, or is deleted
(which is the case with
ammo and health), the sensor will switch to an
on state. It can have
multiple links. If it does, the sensor will
switch to the on state
only when all of the objects it has been linked
to are dead or deleted.
DEATH_SKULL
These rotating skulls
fly around, occupied by an odd whirring sound.
An example of how they
work can be found by loading the level t_skull.spe
in addon/claudio. They
act similar to the ANT_SHIP and the DEATH_UMBRELLA
but there are a few
important differences. Firstly, they only shoot the
Pulse Shot and when
weakened, they resort to the Firebomb. Upon being shot
or damaged, they are
enveloped in fire, but they are not dead yet. Keep
shooting at the flames
before they get a chance to pound you with the
Firebomb.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
DEATH_UMBRELLA
(Ed. Note: Out of all
the new addons and enemies, this one is probably
my favorite... it's
just cool looking, and it hovers perfectly!)
This is a classic enemy
- a 3d-ish UFO flies around and shoots you
with varying weaponry.
In fRaBs, the new Level00 starts you in the midst
of a forest (Justin's
favorite foreground/background art) and you're
being approached by
the DEATH_UMBRELLA, with it's distinct metal rattling
(Justin's favorite enemy).
It acts very similar to the ANT_SHIP in that
it has an ai_type option,
but it shoots varying weapons. However, the
varying weapons it shoots
are different than the ANT_SHIP... it cycles
through the weapons
in a different order, although it ends on a hot note:
the firebomb. Therefore,
caution is advised.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
DECO_ANTBODY (variations)
In the event that you
wish to decorate your levels with ant corpses,
fRaBs has a wide variety
of objects that will suit your needs. Use the
ai_type variable to
change their color.
DECO_ANTBODY - Some guts
and a leg.
DECO_ANTBODY2 - A sitting
ant (presumably dead).
DECO_ANTBODY3 - The
pulsating corpse of a slain ant.
DECO_ANTHANG - A tattered
ant hanging from above.
DECO_ANTSIT - This sitting
ant nods it's head every now and again.
DFRIS_ICON10
This is the large ammo
unit for the Death Frizbee. It gives the player
10 additional units
of ammo. Like all ammo, if it is connected to a
sensor or switch which
is off, the ammo will be invisible, untouchable,
and unaffected by gravity,
until the sensor or switch turns on.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
DFRIS_ICON4
This is the small ammo
unit for the Death Frizbee. It gives the player
4 additional units of
ammo. Like all ammo, if it is connected to a
sensor or switch which
is off, the ammo will be invisible, untouchable,
and unaffected by gravity,
until the sensor or switch turns on.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
DRAY_ICON4
This is the small ammo
unit for the Death Ray. It gives the player
4 additional units of
ammo. Like all ammo, if it is connected to a
sensor or switch which
is off, the ammo will be invisible, untouchable,
and unaffected by gravity,
until the sensor or switch turns on. Note
that putting this weapon
in a level may severely change the gameplay
balance of the level.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
DRAY_ICON8
This is the large ammo
unit for the Death Ray. It gives the player
8 additional units of
ammo. Like all ammo, if it is connected to a
sensor or switch which
is off, the ammo will be invisible, untouchable,
and unaffected by gravity,
until the sensor or switch turns on. Note
that putting this weapon
in a level may severely change the gameplay
balance of the level.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
DROID
The DROID is a robot
that looks somewhat like the player. When activated
it walks towards the
player and fires a volley of shots. The weapon it
shoots is customizable
in the AI, as well as the speed that it walks.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
END_GAME
When activated by a
sensor or switch, this object will make the current
game quit to the original
Abuse ending screen. fRaBs has no ending, so
this object is farely
useless. If you want to use it in a level, though,
it looks best in conjunction
with the palrotore palette.
If it has no links it
will be active (generally not a good thing).
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
END_OF_S
A pointless graphic
that says 'End of Shareware'. I might remove
it someday.
FACE_HUGGER (variations)
This is a little spider-like
creature taken from the Aliens movies, for
the Aliens Abuse addon.
It acts similar to the ant objects, although
this one has the ability
to push the player around upon contact and it
does not fire a weapon.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
Some related objects
are the FACE_HUGGER_EGG, which will hatch from an
egg when a player approaches,
and the FACE_HUGGER_JAR_ALIVE, which will
release a face hugger
when shot. Please note that the other face hugger
objects, the FACE_HUGGER_EGG_HATCHED,
FACE_HUGGER_EGG_UNHATCHED, and the
FACE_HUGGER_JAR_DEAD
are only decorative objects, and do not spawn actual
face huggers, although
they look exactly the same as the objects that do
when placed in a level.
FBOMB_ICON1
This is the small ammo
unit for the Fire Bomb. It gives the player 1
additional unit of ammo.
Like all ammo, if it is connected to a
sensor or switch which
is off, the ammo will be invisible, untouchable,
and unaffected by gravity,
until the sensor or switch turns on.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
FBOMB_ICON5
This is the large ammo
unit for the Fire Bomb. It gives the player 5
additional units of
ammo. Like all ammo, if it is connected to a
sensor or switch which
is off, the ammo will be invisible, untouchable,
and unaffected by gravity,
until the sensor or switch turns on.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
FIRE_C
This is a wall of fire
that damages the player when touched. It acts
similar to LAVA only
with more range.
FLYER
This is a flying robot,
which can fire any of the 7 weapon types.
To change the weapon
type, use the same method used for the ANT_ROOF.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
FORCE_FIELD
This object is a wall
of energy which blocks the character from
crossing. This wall
can be up to one screen in height. Position the
object at the top of
where you want the wall.
If it has no links it
will be active (on or off depending).
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
GATE_AND
Logic gates modify their
state depending upon the states of their
links. A GATE_AND will
turn on only when all of its links are in
the on state. This logic
gate can have multiple links.
GATE_DELAY
Logic gates modify their
state depending upon the states of their
links. A GATE_DELAY
reflects the state of its link, however, it has
a user definable delay
before it switches states. This logic gate
can have only one link.
GATE_NOT
Logic gates modify their
state depending upon the states of their
links. The state of
a GATE_NOT will always be the opposite of the
state of its link. A
GATE_NOT only supports one link.
GATE_OR
Logic gates modify their
state depending upon the states of their
links. A GATE_OR will
be in the on state whenever any one of its
links are on, and is
off only when all of its links are off. This
logic gate supports
multiple links.
GATE_PULSE
Logic gates modify their
state depending upon the states of their
links. A GATE_PULSE
will, when switched on by its link, pulsate
between on and off states,
with a user definable delay between
off states. This gate
only supports one link.
GATE_XOR
Logic gates modify their
state depending upon the states of their
links. A GATE_XOR switches
on if and only if an odd number of its
links are on. That is,
if there are two links, and one is on while
the other is off, the
GATE_XOR will be on. If they were both off or
both on, then the GATE_XOR
would be off. This gate supports multiple
links.
GREEN_FLYER
This is a green flying
robot, which can fire any of the 7 weapon
types. See ANT_ROOF
for a description of how to change the weapon
type.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
GRENADE_ICON10
This is the large ammo
unit for the Grenade. It gives the player 10
additional units of
ammo. Like all ammo, if is connected to a sensor
or switch which is off,
the ammo will be invisible, untouchable, and
unaffected by gravity,
until the sensor or switch turns on.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
GRENADE_ICON2
This is the small ammo
unit for the Grenade. It gives the player 5
additional units of
ammo. Like all ammo, if is connected to a sensor
or switch which is off,
the ammo will be invisible, untouchable, and
unaffected by gravity,
until the sensor or switch turns on.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
HEALTH
This is a heart icon.
It increases your health by 5-20 points,
depending on difficulty
level.
HIDDEN_BACK_METAL, HIDDEN_BACK_METAL_BIG
These objects can work
as decor to hide other foreground objects from
the player's sight.
Other than that, they do nothing.
HIDDEN_WALL1
Hidden objects are used
to hide secrets. They can be destroyed using
any of your weapons.
Hidden walls can be made indestructible by
linking them up to sensors
or switchs. When the switch or sensor
turns on, the hidden
wall will self destruct, causing a lot
of damage to any aliens,
and/or other hidden walls surrounding
it, but no damage to
the player. This hidden wall looks like
a single wall tile.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
HIDDEN_WALL2
This hidden wall looks
like a roof tile.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
HIDDEN_WALL3
This hidden wall looks
like a gray block.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
HIDDEN_WALL4
This hidden wall looks
like a floor tile.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
HIDDEN_WALL5
This hidden wall looks
like a floor-to-wall connector.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
HIDDEN_WALL_2x2
This hidden wall looks
like a 2x2 gray block.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
HIDDEN_WALL_3FLR
This hidden wall looks
like a 3 tile wide floor tile.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
HIDDEN_WALL_3TOP
This hidden wall looks
like a 3 tile wide roof tile.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
HIDDEN_WALL_3WALL
This hidden wall looks
like a 3 tile wide wall tile.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
HIDDEN_WALL_AFLR
This hidden wall looks
like an alien floor tile.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
INDICATOR
This object switches
its color between red and green when it turns off
and on. It's useful
for showing the player info about sensor states
or switch states.
It can be linked to a
sensor or switch and will be
activated when the sensor
or switch is in an on state.
JUGGER (variations)
This is a walking or
stationary robot which tosses grenades.
Its AI modifies whether
is walks or is stationary, and the angle
at which it throws the
grenades.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
The DROID_JUGGER looks
like a DROID but acts like a JUGGER. Hmmm...
a robot with an identity
crisis?
LADDER
LADDERs allow the player
to climb up and down. The LADDER must be
linked to another object
to work. The LADDER marks the upper left
corner of the box the
player can climb up in, and the other object
marks the lower right
corner. When a player enters this box, they
can climb the ladder
by pressing up. Note that a player is
considered to be in
this box if his feet are.
This object requies one
and only 1 link to another object
(usually a marker) to
function.
LAMP_BIG, LAMP_EX1
The LAMP_BIG is a decorative
lamp, while the LAMP_EX1 is a lamp that
can be shot/destroyed.
A sample level that uses both objects is
included in addon/claudio/t_lamp.spe,
illustrating the lighting and
other possibilities
that can be used for these objects.
LAVA
LAVA constantly does
damage to the player, for as long as they are
touching.
LAVA2
LAVA2 damages quicker
than the regular LAVA, and can actually
keep the player locked
down.
LIGHTHOLD
A LIGHTHOLD allows other
objects to have lights attached to them.
Simply link the LIGHTHOLD
to the light and to the object you wish to
hold the light. The
order in which these links are created does not
make a difference. The
light will now follow the other object wherever
it goes. Remember to
use the second method of linking for lights.
LIGHTIN
This object hurts the
player when the lighting flashes. The speed is
user definable.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
LRESTART_POSITION
'Leon's Restart Position'
is similar to the normal one, except that
you cannot use them
to refill your health unless you play on the
easiest difficulty level.
It is a well-known trick that a normal
RESTART_POSITION does
not save your health information, and upon
dying and returning
to the save point, your health is restored. It
looks identical to the
normal RESTART_POSITION.
LSABER_ICON50
This is the small ammo
unit for the Laser Saber. It gives
the player 50 additional
units of ammo. Like all ammo, if it is
connected to a sensor
or switch which is off, the ammo will be
invisible, untouchable,
and unaffected by gravity, until the sensor
or switch turns on.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
LSABER_ICON100
This is the large ammo
unit for the Laser Saber. It gives
the player 100 additional
units of ammo. Like all ammo, if it is
connected to a sensor
or switch which is off, the ammo will be
invisible, untouchable,
and unaffected by gravity, until the sensor
or switch turns on.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
MARKER
An object which does
nothing, but can hold links for objects
which need to be linked
to other objects such as the LADDER.
MBULLET_ICON20
This is the large ammo
unit for the Laser Rifle. It gives
the player 20 additional
units of ammo. Like all ammo, if it is
connected to a sensor
or switch which is off, the ammo will be
invisible, untouchable,
and unaffected by gravity, until the sensor
or switch turns on.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
MBULLET_ICON5
This is the small ammo
unit for the Laser Rifle. It gives
the player 5 additional
units of ammo. Like all ammo, if it is
connected to a sensor
or switch which is off, the ammo will be
invisible, untouchable,
and unaffected by gravity, until the sensor
or switch turns on.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
MEDKIT
This is a little medkit.
It increases your health by 5-20 points,
depending on difficulty
level.
NEXT_LEVEL
When the player activates
the NEXT_LEVEL object (by pressing the down
arrow while touching
it), it will take the player to a level listed as
a number in its AI.
To use the NEXT_LEVEL object it is necessary for
the level to be in the
levels directory and use the naming convention
"levelXX.spe", where
XX is any number from 0 to 99.
It is recommended that
you double link the NEXT_LEVEL to its top,
NEXT_LEVEL_TOP. To double
link something means to link one object to
another and that second
object back to the first.
(Ed Note. I assume that
Crack Dot Com was going to add in a special
animation for when the
player exited, but they never got around to
making it... so this
last note can be disregarded, as can the note
found below)
NEXT_LEVEL_TOP
The top part to the
NEXT_LEVEL. Should be linked to a NEXT_LEVEL
object.
OBJ_HOLDER
This object is similar
to the LIGHTHOLD, but instead of attaching
a light to an object,
it glues together two objects. This object is
sensitive to the ordering
of the links. The first link is the object
to be held. The second
link is the object which is holding the first.
There is an optional
third link which, if it exists, will act as a
trigger for the OBJ_HOLDER.
The object will be held only if this link
is on.
Note that if the first
or second link is broken (which will happen if
the object dies or is
deleted), the links will reorder themselves.
The OBJ_HOLDER has modifiable
AI for the displacement of the first
object with respect
to the second object.
An OBJ_HOLDER with no
links or one link will be deleted by the engine.
OBJ_MOVER
This object allows the
level designer create paths for objects to
move on. It accepts
two links. The first link marks the endpoint
for the path, and the
second is the object which is to be moved.
By linking OBJ_MOVERs
in a circle, the object can be kept moving
indefinitely. When the
OBJ_MOVER moves the object to its
destination, the link
is then transfered to the end object, which
in a chain of OBJ_MOVER
will then move the target object to the
next link in the chain.
A chain composed of multiple OBJ_MOVERS
can hold multiple target
objects, one for each pair of OBJ_MOVERS.
You can modify the speed
at which it will move in its AI.
PLASMA_ICON20
This is the small ammo
unit for the Plasma Beam. It gives
the player 20 additional
units of ammo. Like all ammo, if it is
connected to a sensor
or switch which is off, the ammo will be
invisible, untouchable,
and unaffected by gravity, until the sensor
or switch turns on.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
PLASMA_ICON50
This is the large ammo
unit for the Plasma Beam. It gives
the player 50 additional
units of ammo. Like all ammo, if it is
connected to a sensor
or switch which is off, the ammo will be
invisible, untouchable,
and unaffected by gravity, until the
sensor or switch turns
on.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
POINTER
An object which does
nothing, but can be used to draw the players
attention to certain
points in the level. It looks like a golden
arrow.
POWER_FAST
Power icons, when collected,
augment the player's abilities. The
player can only have
one power icon at a time. All power icons
are activated by pressing
the right mouse button.
This power icon will
allow the player to move twice as fast as
normal and jump higher.
POWER_FLY
Power icons, when collected,
augment the player's abilities. The
player can only have
one power icon at a time. All power icons
are activated by pressing
the right mouse button.
This power icon will
allow the player to fly.
POWER_HEALTH
Power icons, when collected,
augment the player's abilities. The
player can only have
one power icon at a time. All power icons
are activated by pressing
the right mouse button.
This power icon will
allow the player to have 200 health points.
POWER_NONE
Most power icons, when
collected, augment the player's abilities.
This one is an exception.
It is invisible during gameplay, but when
walked across, the screen
flashes black momentarily. This can be a
useful tool if your
level's gameplay can be augmented by having the
player lose a power
item without gaining another one... i.e. after a
flying section, you
use a POWER_NONE to make the player lose the
flying ability so movement
through the corridors is easier.
POWER_SNEAKY
Power icons, when collected,
augment the player's abilities. The
player can only have
one power icon at a time. All power icons
are activated by pressing
the right mouse button.
This power icon will
allow the player to become paritally invisible.
PUSHER
This object will push
the player in the direction of the arrows.
The level designer can
change the strength at which it pushes the
player in its AI.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
RESPAWNER
This object, like the
DEATH_RESPAWNER, spawns new objects. It has but
one link, the object
it will respawn. There is a user definable delay
between respawns in
its AI. An object is respawned only if it is
deleted once spawned.
The object will be spawned at the location of
the RESPAWNER. One use
of this object is to have infinite sources of
ammo and health in network
games.
RESTART_POSITION
This object functions
as a user activated save position in the game.
When the levels tend
to be very large, it is necessary to put in
RESTART_POSITIONs, so
that if the player dies, they do not have to
start from the very
beginning again. In general, the more
RESTART_POSITIONs a
level has the easier it is.
ROB1
A large robot which
can chase you down halls. It has large spinning
blades which are situated
in front of it, that do a decent amount of
damage. It has user
definable speed and health settings in its AI.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
ROCKET_ICON2
This is the small ammo
unit for the Rocket Launcher. It gives
the player 2 additional
units of ammo. Like all ammo, if it is
connected to a sensor
or switch which is off, the ammo will be
invisible, untouchable,
and unaffected by gravity, until the sensor
or switch turns on.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
ROCKET_ICON5
This is the large ammo
unit for the Rocket Launcher. It gives
the player 5 additional
units of ammo. Like all ammo, if it is
connected to a sensor
or switch which is off, the ammo will be
invisible, untouchable,
and unaffected by gravity, until the sensor
or switch turns on.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
RUNG_B, RUNG_F
A decorative black and
yellow set of bars that appears behind the
player. The RUNG_F looks
the same, but it is drawn in front of the
player, so the player
moves behind it.
SENSOR
The sensor is the basic
triggering device. In addition to responding
to the player's position,
a sensor can also be used to extend the
range of other objects,
since sensors have the longest range. A sensor
has on and off area
boxes. When the player enters the on area (green
box) the sensor will
turn on and stay on until the player leaves the
off area (red box).
Note that a player is only in the box if his feet are.
The off area typically
encloses the on area, but this does not have
to be the case. Each
of the areas is user definable in the sensor's
AI.
Sensors do not processs their links.
SENSOR_GRAVITY
*Info on this object
coming soon!*
SENSOR_HEALTH
This is a sensor that
can be used to give or take away health when the
player's feet come in
contact with the sensor. It's very useful for
making 'bottomless pits'
or for refilling the player's health at the
beginning of a level/section.
SENSOR_LEVEL
Another handy new sensor,
this can be used to transport the player to
a different level without
the use of a big burly NEXT_LEVEL structure.
SENSOR_TELEPORT
This sensor will teleport
the player to a different spot on the map.
Useful for making 'infinite
loops'. There is also an option in the AI
for an 'Action Key'
meaning that if you toggle this option, the player
will have to use the
SENSOR_TELEPORT by pressing the down arrow, just
like with a TELE2 or
a TP_DOOR.
SENSORBEAM
This is a decorative
red beam that looks like a smaller version of the
FORCE_FIELD. When coupled
with a sensor (ideally of length = 7), it can
be made to look like
it's triggering an object.
SHOULDER_LAMP
This looks like a small
little scope. When obtained, it acts like the
POWER icons. It attaches
a light to the player. Perfect for those deep
dark trench-type levels
or for those too lazy to add lots of lighting to
their levels. You do
not have to use the right mouse button with
this powerup.
SMART_PLAT_BIG
The smart platforms
are objects which require two links, typically
(but not always) a pair
of sensors. If a link is on, it will travel to
that linked object's
location. A third optional link will, if it
exists, direct the platform
to be active or inactive, depending on the
link's state (on will
activate, and off will deactivate). The speed of
the platform can be
changed in its AI.
This platform is a big
techno looking platform.
SMART_PLAT_ELEV, SMART_PLAT_ELEV_SPACE
Try these objects with
the new space palette.
SMART_PLAT_MEDIUM
This platform is a medium-sized
techno looking platform.
SMART_PLAT_RED
This platform is a big
alien looking platform.
SMART_PLAT_SMALL
This platform is a small
techno looking platform.
SPACE_DOOR
This door acts just
like the SWITCH_DOOR, only it is made to fit in
with the foreground
from the space palettes. Try out the sample
level t_space.spe in
addon/claudio for examples of how this and other
new objects and art
are used.
SPACE_DOOR_WIDE
This door acts just
like the TP_DOOR, only it is made to fit in
with the foreground
from the space palettes. Try out the sample
level t_space.spe in
addon/claudio for examples of how this and other
new objects are used.
When this door opens, you can see the foreground
tiles that lie behind
it... this can be used for artistic effect.
SPACE_SWITCH
This switch acts just
like the normal SWITCH, only it is made to
fit in with the foreground
from the space palettes. Try out the
sample level t_space.spe
in addon/claudio for examples of how this
and other new objects
are used.
SPRAY_GUN
This is a gun object
which, when active, will shoot out sprays of
fire. It is capable
of shooting any of the weapon types. You can use
the ANT_ROOF method
for altering the weapon type, or change it in the
AI. The arc range and
firing speed are also user configurable.
You can use the number
keys to change the weapon type quickly.
If it has no links it
will NOT be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
SPRING
This object will allow
the player to jump higher than normal.
The longer the player
is in contact with the SPRING object
the further it will
push them. The strength of the push is
user definable.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
START
This object sets the
starting point for the player when the game
is begun anew. If the
player is set behind objects when the game
starts, then is nessecary
to raise this object and save the level
again with the raised
START object.
To raise objects, position
the mouse cursor over the object, and
press <>> (<SHIFT>-<.>).
It is possible to have
multiple starting points in a level. The
game will start where
the last one was placed.
STEP
A simple step that the
player can walk on.
SWITCH
This is a user activated
object. It has two states, on and off.
Other objects reference
this object often, as it is a versatile tool.
SWITCH_BALL
This is a user activated
object. It has two states, on and off.
It is similar to the
regular switch, but is activated when it is
shot. It cannot be deactivated.
SWITCH_DELAY
This switch, once activated,
will revert back to its default state
after a user definable
time delay. Its default state is off.
SWITCH_DIMMER
This is the only object
that can modify lights. It requires two
links, one to a switch
or any object which can change states
(on or off), and the
other to a light which it modifies. Since
light and object links
are different, you can link them in any
order. The amount of
decrease in light can be set in the AI.
If you flip a SWITCH_DIMMER
around (press the <x> key with your
cursor over the SWITCH_DIMMER),
the light will grow instead of
shrink. The SWITCH_DIMMER
will only activate when the object it is
linked to is in the
on state.
If it has no links it
will NOT be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
SWITCH_DOOR
A SWITCH_DOOR requires
one link. When this link is off, the
SWITCH_DOOR will be
in a blocking state, but when on, the
SWITCH_DOOR will be
in a non-blocking state.
It can be linked to a
sensor or switch and will be
activated when the sensor
or switch is in an on state.
SWITCH_MOVER
This object requires
two links, the first to the object which is
to be moved and the
second to any object which can change states (on
or off). When the second
object's state is on, the switch mover will
move the first object
to the SWITCH_MOVER's current position. The
engine will then delete
the SWITCH_MOVER.
A SWITCH_MOVER with no
links will be deleted by the engine.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
SWITCH_ONCE
This is a user activated
object. It has two states, on and off.
Other objects reference
this object often as it is a versatile
tool. It can only be
switched ONCE.
SWITCH_TELEPORTER
*Info on this object
coming soon!*
TELE2
This is an object which
requires one link. When activated, it will
teleport the player
to the postion of the object it is linked to.
TELE2s can be linked
to each other, thus creating connections within
levels which have no
direct connections.
TP_DOOR
A TP_DOOR requires one
link. This link should be to another TP_DOOR.
When the TP_DOOR is
activated, it will teleport the player to the
TP_DOOR it is linked
to.
TP_DOOR_INVIS
These work much like
the SENSOR_TELEPORTERs with their action key set
to '1'. Just think of
it as an invisible teleporter. As with other
objects of this type,
use foreground cues to give the impression of a
door. Or, don't give
any cues and make some super fancy secret area.
TRACK_GUN
This object, when active,
will track and shoot the player. Rate of
fire and weapon type
are modifiable via its AI. You can use the
number keys to change
the weapon type quickly.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
TRAIN_MSG
When a player is near
this object, a preset message will be printed.
These messages are defined
externally.
TRAP_DOOR2
A door similar to the
SWITCH_DOOR, but this is used on the floor.
(see SWITCH DOOR)
It can be linked to a
sensor or switch and will be
activated when the sensor
or switch is in an on state.
TRAP_DOOR3
A door similar to the
SWITCH_DOOR, but this is used on the floor.
(see SWITCH DOOR)
It can be linked to a
sensor or switch and will be
activated when the sensor
or switch is in an on state.
T_REX
A fairly large dinosaur
creature that is like a quick, scary, pre-
historic version of
the ROB1.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
WALK_ROB
Not to be mistaken with
the ROB1, this is a walking robot that acts
like the DROID objects.
The Twisted Minds addon included with fRaBs
has a variation on this
object that has a shield when it is not
moving. In the future
I would like to make additional behaivoral
changes to this object.
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
WALK_ROB2
A variant on the first
WALK_ROB, this fires quicker and walks faster.
You can't stand on it's
head like you can with the other WALK_ROB.
However, when you kill
it, a little WALK_ROBHEAD will appear and fly
around and shoot at
you.
WALK_ROBHEAD
This is yet another
flying robot. I typically make them stronger than
other small flying robots
by giving them rockets and a quicker firing
rate. When you kill
a WALK_ROB2, these will just shoot the little
Pulse Shot (ai_type
9).
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
WATER
This decorative green
water does no damage to the player.
WATER_DEEP1, WATER_DEEP2, WATER_SURF1, WATER_SURF2
The WATER_DEEP and WATER_SURF
objects are gray, transparent running water
objects that can be
lined up to make streams, lakes, and whatnot. The
DEEP2/SURF2 objects
have a 3D-ish aspect that allows them to be lined up
with the wall foreground
tiles, while the DEEP1/SURF1 objects are perfect
rectangles. The SURF
objects have wavy tops, while the DEEP objects do not.
These objects will damage
the player slightly upon contact.
WATER_FALL1
A waterfall object that
is completely different from the WFALL
and the WFALL2. It is
meant to be used with blue tiles, but even then it
still looks pretty ugly.
The test level included in addon/claudio is not
set up correctly with
the right foreground tiles. Basically, this is a
useless object overall.
WEAP_DFRIS (variations)
These act like the weapon
ammo objects in fRaBs. However, in the
Twisted Minds addon
you are required to find the weapons and then
find the ammo for them.
See any of the ammo objects for details on
how these work. (Ed.
note: As a rule, for normal levels I use the
regular ammo objects.)
There is a WEAP_OBJECT for each of the 8 weapons in fRaBs.
WFALL, WGRILL
The WFALL is a medium-sized
green decorative waterfall. It looks best
when used in conjunction
with the WGRILL.
WFALL2 (variations)
This is a slender, green
waterfall. Both this and the SEWER_FALL_THIN
are identical, but are
both included for the sake of compatibility with
older Abuse levels.
WHO
Another type of flying
robot, with the same attributes as the FLYER.
(see FLYER) However,
these do not have the ai_type variable, so they
end up only shooting
the pulse shot (ai_type 9).
If it has no links it
will be active.
It can be linked to
a sensor or switch and will be
activated when the sensor
or switch is in an on state.
Back to the Level Editing tutorial -->
Justin Cassidy
messiah15@dog.com