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