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SHADOW

Shadow objects for other objects in GameWorld Class: Shadow.oad The shadow object follows below another object, placing itself on the highest object underneath (-Z) the object it is following. In order to make shadows work set Flag | Template | True on the shadow object's flag page. Next, refer to it in Shadow | object to be shadowed entry. The same shadow object may be referred to from multiple objects. Since shadows are templated, a copy is made for each.

SPIKE

Class: Spike.oad Spikes are any object that can change another object's health simply by coming into contact with it.
  • Health Modifier This is the amount of Hit Points that are added to the player's total when this object is triggered. Use negative numbers to do damage, and positive numbers to increase health.
  • Activated By
    • All Any object in the Gameworld is considered a valid object for triggering this Spike.
    • Actor
      • Only the single object defined in the Activated By Actor box (see below) is considered a valid object for triggering this Spike.
    • Class Any object of the class defined in the Activated By Class box (see below) is considered a valid object for triggering this Spike.
    • Object Any contained in the Activated By Object List box (see below) is considered a valid object for triggering this Spike.
  • Activated By
    • Activated By Actor The object name in this box is considered a valid object for triggering this Spike 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 triggering this Spike 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 triggering this Spike when the Object List button is selected (see above).
Example The Devious Designer has created a trap for Playman. It's a room full of walls along with some moving spikes that keep changing the shape of the maze. If Playman gets hit too many times he'll end up dead. The spike looks like this:
    • Health Modifier This isn't meant to be a killer trap so he sets the value to , and 1.
    • Activated By The Designer had originally had a puzzle where the spikes could destroy some of the walls, and had set this value to all. Now he just wants it to be Playman, so this is set to Object.
    • Activated By Setting the Activated By Actor value to Playman makes the spike ready to go.
Topic revision: r1 - 20 Apr 2002, KevinSeghetti;
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