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17 Bit Software 6: Level 6
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17 Bit - Level 6 (1998)(Epic Marketing)[!].iso
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ATRIBUTE.TXT
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1989-12-31
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THE THIRD DIMENSION
KIT ATTRIBUTES
This month we will take an in depth look at Object Attributes,
namely SNS and TRN or SENSORS and TRANSPORTERS.
Attributes tell the 3D kit how an object will behave.To access an
objects attributes simply select the fourth icon from the left on
the control panel (in kit 2) then select the object from the menu
that you wish to alter.By selecting an object from the list you
can now alter its attributes.We are dealing with SNS and TRN in
this article so lets take a look at these in more detail.
TRANSPORTER-TRN
In kit 1 we use a GOTO command on an object to transport us from one
entrance to another.E.g.-
IF COLLIDED?
GOTO (1,2)
ENDIF
In kit 2 things have been made simpler by the use of the attribute
menu/icon TRN button.To get to this you click on the fourth icon
from the left in the control panel,next select an object from the
list that you wish to make into a transporter and then press the OK
button.You will then see the Edit Object Attributes menu.Next
press on the TRN button and the word TRANSPORTER will change into
a button in the lower right part of the panel.Press on this
button and a new Edit Transporter Attribute panel will appear.You
can now click on the AREA and/or ENTRANCE number/s to change them
to whichever entrance/area that you wish to be transported
to,then press the OK buttons and that is all there is to it.
Now collide with the object that you have just changed into a
transporter and you should end up at another entrance etc.If not
simply create a new entrance 2 and set the attributes of the
transporter to area 1 and entrance 2.Then collide with it again.
The possibilities for the transporter attribute are
endless.Instead of having just doors that transport you to other
areas you can also have invisible floor objects that do the same
so that the player doesn't know that they are about to be
transported elsewhere.
SENSORS-SNS
In kit 1 to make a sensor you go to the create object menu and
select sensor.You can then edit the sensor to either shoot or
detect you.In kit 2 you can do the above and you can also make
any object into a sensor simply by selecting its attributes as
you would for a transporter.This time selecting the SNS button
from the menu brings up the SENSOR menu.You can then use the
sensor to shoot you or detect you.You can also use a sensor to
trigger of a procedure.
Shooting Sensor Routine.
Here is a routine to make a sensor shoot you 10 times and
end the game.First create an Area Condition and enter the
following.-
IF VAR=? (10,V11)
THEN ENDGAME
ENDIF
Variable 11 counts the number of times that you have been shot
and when it reaches 10 it resets/ends the game.
Now create the sensor that will shoot you and make sure that it
is set to SHOOT.You can alter the range and speed to suit you and
also choose a sample to play as it shoots.
Now reset the game and walk towards the sensor to try it out.
Shooting Sensor Range Detection Routine.
This routine is used as a range detector.The nearer you get to
the danger zone (cube) the faster the alarm sounds and shoots.
Start by creating a cube in the centre of the area.Then create 3
sensors on top of it.Set the range of the first sensor to 4000
and the speed to 50.Set the sound to a suitable firing/warning
sample.Next set the second sample range to 3000,speed to 30 and
use the same sample sound as before.Finally set sensor number 3
to a range of 2000,speed 15 and the same sample again.
Now as you get closer to the cube the sensor will shoot you
faster and faster.You could also use the Procedure function of
the sensor to bring up some warning text when you get
detected/shot.
Door Sensor.
You can also use a sensor to create doors that open as you
approach them.First create a room or passage way with a door at
the end of it.Make the door by creating a black rectangle on the
wall that looks like a door opening in the wall.In front of this
create a red door from a cube object that is the same size as the
black wall opening.Now create another 2 doors (objects 4 and 5)
that are half the width of the first red door (object 3 ) and
place these to the left and right of the red door.Colour these
red too and set their default object attributes to INVISIBLE.Next
click on the object attributes of the first central red door and
make it into a sensor as described above.Set the sensor to detect
and give it a procedure (1). Now create and edit a procedure with
the following.-
INVIS (3)
VIS (4)
VIS (5)
SOUND (3)
Now RESET the game and as you approach the door the sensor will
detect you and make invisible the door and visible the two door
pieces either side of the black opening to give the illusion of a
door opening ( as in star trek etc ) in the middle.Then you can
make the black opening into a transporter as described above,to
take you to another area.A suitable door opening sample for
sound 5 would enhance the effect.
Using the sensor to detect you instead of shooting you is a
clever way of triggering off an event without the player ever
knowing about it ubless you want them to.You can create a sensor
where you want to detect the player approaching then use a
procedure as explained above to make monsters appear,ceilings
lower,floors open up walls crush you and many other devilish
effects.Remember that sensors work just as good in kit 1 as they
do in kit 2!
Tony