Difference between revisions of "HPL2/TDD/Areas"
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(Converted to table and cleaned up descriptions.) |
m (Mudbill moved page Hpl2:Amnesia:areas to HPL2/TDD/Areas without leaving a redirect) |
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Revision as of 00:48, 4 August 2020
This page lists the different types of areas available in Amnesia – The Dark Descent and what they do.
Type | Description |
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Script | Script areas are used for a variety of things, like detect collisions or spawn entities. See Script Areas. |
PosNode | This is used in combination with Rope areas, to show where the rope ends. |
Flashback | These trigger flashbacks when the player collides with them. |
Sign | Displays text when the player looks at it. Note: Interactions cannot pass through. |
SlimeDamage | Gives slight damage to the player while they collide with it somewhat randomly, like The Shadow. |
Examine | Displays a message on screen when interacted with by the player, similar to the SetMessage script. Can display different message if the player is insane.
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Insanity | Can play an insanity event when the player enters. See main_sanity_events.cfg for more information. |
Ladder | Defines an area that is considered a climbable ladder. Note: This is not the visible ladder that the player will see, just the area that lets them climb. This area should be placed a bit away from the ladder model. |
Liquid | Defines an area that is considered water. Makes the player move slower and with splash effects. Note: It is not visible in-game, and is usually accompanied by a non-collidable plane with a water texture. |
Sticky | Used to make entities "stick" to something. When an entity collides with this area, it will snap to it. The behavior can be configured. An example of Sticky areas is the Machine Room cogwheel puzzle in TDD. |
Rope | Defines a rope. See Rope. |
PathNode | Used to make enemies patrol around the map. They can guide the enemies so they do not get stuck on corners, and can wander around more freely. See Enemies. |
PlayerStart | Defines a location where the player may spawn, either at the start of the level or at a checkpoint after dying. Note: The player spawns looking in the direction of the blue arrow. |