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- HOW TO:
-
- Define Objects
- ==============
-
- The term 'Object' in AB3DII has quite a broad meaning. Basically, anything which isn't a bullet,
- a player, an alien or background (walls, floors and ceilings) is an object. There are several
- main types that an object can be, and this determines its behaviour:
-
- 1. Collectable
-
- The object may be collected by the player. When this happens, the player will recieve
- whatever ammunition or other supplies the object is defined to provide, and the object
- will remove itself from the map. Once so removed it will also cease to hold any doors
- and lifts.
-
- 2. Activatable
-
- The object can be 'activated' by the player being within its activation radius and pressing
- the space bar. When this happens the object switches to 'active mode'. The player can
- switch it back, or it can 'timeout' and return to its inactive state. Whilst active the
- object will cease to hold any doors or lifts.
-
- 3. Destructable.
-
- The object can be damaged by player bullets and explosions. Once destroyed it will cease
- to hold any doors or lifts, and will no longer impede the player.
-
- 4. Decoration
-
- The object cannot be interacted with in any way and simply sits there playing through
- its animation sequence.
-
- To define an object, select OBJECTS -> DEFINE OBJECT STATS.
-
- Click on an empty space or an object you want to redefine with the LEFT mouse button, and type
- the new name. Clicking on the object with the RIGHT mouse button instead takes you into the
- actual definiton screen. On this screen are several options, some of which are only visible
- for certain types of object. They are listed here in top-bottom order:
-
- 1. Type Of Object
-
- Click to cycle through the four types above.
-
- 2.