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Trigger scenery
The trigger scenery event is used to create scenery that can
change when it is triggered by a crate. The two events used for
this action are Trigger scenery (event 234) and Scenery
trigger crate (event 95).
Trigger scenery works like this: The scenery to be triggered must
be made of special animating tiles and must be marked with the Trigger
scenery event. A Scenery trigger crate event
somehwere in the level will trigger this scenery. The scenery
that will be triggered will change tile number when the Scenery
trigger crate is destroyed. You can change empty tiles to
tiles you can walk on (creating bridges to areas which were first
unreachable) or you can make existing tiles which block access to
some area disappear. In combination with spring boxes and other
events you can create small puzzles in your level.
Creating the trigger scenery animating tile
The triggerable scenery changes from one tile into another. This
is done using a 2-frame animating tile which has a speed of 0
fps. Because the animating tile is played at 0 fps, it will
normally only show the first frame of the tile. When the Scenery
trigger crate is destroyed, all of the associated Trigger
scenery tiles will change to display the second frame of the
animating tile.
To create a trigger scenery animating tile you must follow these
rules:
The trigger scenery events
As said before, you use the Trigger scenery and Scenery
trigger crate events to set up a triggerable scenery in your
level. The Trigger scenery event must be placed on top
of an animating tile which is created following the guidelines
described above. The Scenery trigger crate event is
placed anywhere in the level (it will spawn a crate in the level
which will act as the trigger when it is destroyed). Both events
take one parameter, the TriggerID. A Scenery trigger
crate event will trigger all of the Trigger scenery events
who have the same TriggerID. This allows you to have
different triggerable scenery constructions in your level by
assigning each group with a different TriggerID.