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hpl2:amnesia:areas

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hpl2:amnesia:areas [2015/03/23 10:26]
mudbill Fixed link to Amnesia page
hpl2:amnesia:areas [2019/09/03 21:33] (current)
suspecm Minor clarification changes to the Script areas and the PlayerStart area; added a small hint to the ladder area
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 This page lists the type of areas available in [[:​hpl2:​amnesia:​start|Amnesia]],​ and what they do. This page lists the type of areas available in [[:​hpl2:​amnesia:​start|Amnesia]],​ and what they do.
  
-    ​* **Script**: Trigger'​s a script when the player looks at it, collides with it or interacts with it. +  ​* **Script**: Trigger'​s a script when an object (like the playerlooks at it, collides with it or interacts with it. 
-    * **PosNode**:​ This is used in combination with Rope areas, to show where the rope ends. +  * **PosNode**:​ This is used in combination with Rope areas, to show where the rope ends. 
-    * **Flashback**:​ Trigger'​s a flashback sequence. +  * **Flashback**:​ Trigger'​s a flashback sequence. 
-    * **Sign**: Displays text when the user looks at it. +  * **Sign**: Displays text when the user looks at it. 
-    * **SlimeDamage**:​ A damage area for the red slime (The Shadow). +  * **SlimeDamage**:​ A damage area for the red slime (The Shadow). 
-    * **Examine**:​ This gives an area a description when it is examined. Also allows for different descriptions depending on the player'​s sanity. +  * **Examine**:​ This gives an area a description when it is examined. Also allows for different descriptions depending on the player'​s sanity. 
-    * **Insanity**:​ It can trigger sanity events repeatedly depending on your current sanity level (Note: this area doesn'​t have any callback functions, so if you need to do a complex sanity event use the script area). These sanity events include bugs crawling the screen, flies flying around, and insanity sounds. Check "​redist > misc > main_sanity_events.cfg"​ for more information. +  * **Insanity**:​ It can trigger sanity events repeatedly depending on your current sanity level (Note: this area doesn'​t have any callback functions, so if you need to do a complex sanity event use the script area). These sanity events include bugs crawling the screen, flies flying around, and insanity sounds. Check "​redist > misc > main_sanity_events.cfg"​ for more information. 
-    * **Ladder**: This area defines where a ladder is (Note: This is not the actual ladder players will see in the game, but just the area that lets them climb. Make sure you add a ladder model or the players will be climbing on air). +  * **Ladder**: This area defines where a ladder is (Note: This is not the actual ladder players will see in the game, but just the area that lets them climb. Make sure you add a ladder model or the players will be climbing on air. Also make sure to keep the area a bit away from the ladder'​s model otherwise it won't work). 
-    * **Liquid**: This area defines where water is (Note: Just like the ladder this doesn'​t have the actual water effect associated with it). +  * **Liquid**: This area defines where water is (Note: Just like the ladder this doesn'​t have the actual water effect associated with it). 
-    * **Sticky**: A sticky area is used to make entities "​stick"​. When an entity is in contact with the area, it will automatically snap to the center of the area. There are several options for tweaking the behavior. +  * **Sticky**: A sticky area is used to make entities "​stick"​. When an entity is in contact with the area, it will automatically snap to the center of the area. There are several options for tweaking the behavior. 
-    * **Rope**: Create'​s a rope. For more information on what this does see [[:​hpl2:​amnesia:​start|How to Make a Rope]]. +  * **Rope**: Create'​s a rope. For more information on what this does see [[:​hpl2:​amnesia:​start|How to Make a Rope]]. 
-    * **PathNode**:​ Guide'​s enemy monsters around the map. +  * **PathNode**:​ Guide'​s enemy monsters around the map. 
-    * **PlayerStart**: ​Tell's the game where to start the player ​(maps uses PlayerStartArea_1 as the default starting place).+  * **PlayerStart**: ​Player checkpoints (like where the player ​should spawn when entering ​the level or after he died).
  
hpl2/amnesia/areas.txt · Last modified: 2019/09/03 21:33 by suspecm