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ACTBOX

Description: Used to tell when an object has entered a defined area Activated By: All Any object in the Gameworld is considered a valid object for triggering this Actbox. Actor: Only the single object defined in the Activated By Actor box (see below) is considered a valid object for triggering this Actbox. Class: Any object of the class defined in the Activated By Class box (see below) is considered a valid object for for triggering this Actbox. Object: Any object contained in the Activated By Object List box (see below) is considered a valid object for for triggering this Actbox. Activated By: Activated By Actor: The object name in this box is considered a valid object for triggering this Actbox when the Activated By:Actor button is selected (see above). Activated By Class: Any object of the class name in this box is considered a valid object for triggering this Actbox when the Activated By: Class button is selected (see above). Activated By Object List: Any object in the corresponding Xdata document is considered a valid object for triggering this Actbox when the Activated By: Object List button is selected (see above). Mailbox: This is the number of the Mailbox associated with this Actbox Mailbox Value: This is the value that will be sent to the Mailbox specified above when this object is triggered. Activated Actor Mailbox: Writes the ID value of the triggering object to the specified Mailbox. Clear on Exit: True: When the triggering object leaves the Actbox both the Actbox mailbox and the Activated Actor mailbox are set to 0. False: When the triggering object leaves the Actbox both the Actbox mailbox and the Activated Actor mailbox retain their values. Activation Mailbox: When this Mailbox becomes activated (value1) the Actbox is active. If the value of this Mailbox =0 then it cannot be triggered by any object. Example: The Devious Designer is setting up a trap for Playman. When Playman moves into a certain spot a set of spikes will drop down from the ceiling and smash him into paste. He doesn't want to be too cruel, however, so he sets up the trap so it can be used against the Robobadguys. We'll assume he's already set up the spikes, now he just needs to put in an Actbox that will drop them anytime someone moves underneath them. When he has created a box that defines the activation area he sets it to the Actbox class and makes it Activated By | Object List Opening the list he puts in two objects, Player, to cover Playman, and Robobad17, which is the Robobadguy object that will be chasing Playman.
Topic revision: r1 - 20 Apr 2002, KevinSeghetti;
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