WARP
When an object enters a warp it is moved from its current location to another location (usually defined by a target, but any object can be used).
- Activated By
- All
- Any object in the Gameworld is considered a valid object for triggering this Warp object.
- Actor Only the single object defined in the Activated By Actor box (see below) is considered a valid object for triggering this Warp object.
- Class Any object of the class defined in the Activated By Class box (see below) is considered a valid object for triggering this Warp object.
- Object Any object contained in the Activated By Object List box (see below) is considered a valid object for triggering this Warp object.
- Activated By
- Activated By Actor The object name in this box is considered a valid object for triggering this Warp object 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 Warp object 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 Warp object when the Object List button is selected (see above).
- Target This is the name of the object whose position is used to determine where an object entering the warp will reappear in the game world. Note: Warps are instantaneous.
Example
The Designer has created a warp level. It is made up of four different rooms, each accessible by a warp cube. He has also put a two Robobadguys in the level to keep things moving.
-
- Activated By Because it's both Playman and the Robobadguys that need to be able to use the warp the Designer needs to choose Object.
- Activated By After pressing the Xdata…button the Designer enters Playman, Robobadguy1, and Robobadguy2.
- Target Each cube needs a corresponding door. If we assume he is working on Cube1, then the target the designer creates will be named Cubetar1.