Creatures

There are many types of creatures in Adventure Pinball.  They follow specific paths and have very simple AI that can be controlled by the level designer.  Most creatures are found in the PB_Bumper class because you can hit the ball off them like bumpers.

Creatures follow a specific set of navigation points, called PB_CreatureNavPoint.   When reaching a nav point, they can perform an action such as picking up a ball, or play an animation. 

PB_CreatureNavPoint properties:

Action property is the animation number to play when the creature reaches this location. Each creature has a different animation list, so see the Animation section of this document.

bDestroy property is true if you want the creature to be destroyed at this location.

bFreezeAnimation property is true if the creature is frozen while it moves to the next navigation point. This was used for moving the cavewoman on the raft.

bMove property is true if you want the creature to be teleported to a new location after reaching this location.

bSignalCreature property is true if another creature is signalled. For example a caveman reachs a certain spot, which signals a T-Rex to come in from the side.

Creature property is the name of the creature to signal.

MoveLocation property is the teleport destination.

Next property is the next navigation point in the sequence. You can point to itself if you want the creature to remain here (until signalled otherwise).

SignalNavPoint property is the navigation point the creature will be sent to.

bHitToNext tells the creature to wait here until hit.

bCanBeSignalled toggles the signal flag.  If false the creature cannot be signalled until it reaches a nav point with this flag set to true.

bResetHits will reset  the number of times you've hit the creature.