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Trigger scenery
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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.