DESTROY
Description:
Used to remove a certain actor or group of actors
Activation Mailbox:
When this Mailbox is activated (value equal 1) the Destroyer is active and will destroy any qualifying objects that come into contact with it. If the value of this Mailbox equals 0 then it ceases to destroy objects.
Activated By:
All:
Any object in the Gameworld is considered a valid object for destruction.
Note
The destroyer itself is not included, but other destroyers are considered fair game.
Actor:
Only the single object defined in the Activated By Actor box (see below) is considered a valid object for destruction.
Class:
Any object of the class defined in the Activated By Class box (see below) is considered a valid object for destruction.
Object:
Any object contained in the Activated By Object List box (see below) is considered a valid object for destruction.
Activated By:
Activated By Actor:
The object name in this box is considered a valid object for destruction when the Actor button is selected (see above).
Activated By Class:
Any object of the class name in this box is considered a valid object for destruction when the Class button is selected (see above).
Activated By Object List:
Any object in the corresponding Xdata document is considered a valid object for destruction when the Object List button is selected (see above).
Example
The Devious Designer has cooked up the following puzzle.
Playman enters into a room and deadly nails (spike objects) start flying at him. The only way to escape is by walking behind a series of shields which are moving back and forth across the room. When the nails hit the shields they are destroyed.
In order to set up the shields he'll need to create destroyer objects.
-
- Activation Mailbox: The shields are always active, so we'll leave this value at 1.
- Activated By: Class We'll be destroying spikes, so we'll need this set to class.
- Activated By
- Activated By Class This is where we put our class, which in this case is spike.