Difference between revisions of "HPL2/TDD/Areas"

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== Areas ==
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This page lists the different types of areas available in [[HPL2/TDD|Amnesia – The Dark Descent]] and what they do.
 
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{| class="wikitable"
This page lists the type of areas available in [[HPL2/TDD|Amnesia]], and what they do.
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!Type
 
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!Description
* '''Script''': Trigger's a script when an object (like the player) looks at it, collides with it or interacts with it.
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|-
* '''PosNode''': This is used in combination with Rope areas, to show where the rope ends.
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|Script
* '''Flashback''': Trigger's a flashback sequence.
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|Script areas are used for a variety of things, like detect collisions or spawn entities. See [[HPL2/TDD/Area/Script|Script Areas]].
* '''Sign''': Displays text when the user looks at it.
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|-
* '''SlimeDamage''': A damage area for the red slime (The Shadow).
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|PosNode
* '''Examine''': This gives an area a description when it is examined. Also allows for different descriptions depending on the player's sanity.
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|This is used in combination with Rope areas, to show where the rope ends.
* '''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.
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|-
* '''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).
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|Flashback
* '''Liquid''': This area defines where water is (Note: Just like the ladder this doesn't have the actual water effect associated with it).
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|These trigger flashbacks when the player collides with them.
* '''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.
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|-
* '''Rope''': Create's a rope.
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|Sign
* '''PathNode''': Guide's enemy monsters around the map.
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|Displays text when the player looks at it. Note: Interactions cannot pass through.
* '''PlayerStart''': Player checkpoints (like where the player should spawn when entering the level or after he died).
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|-
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|SlimeDamage
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|Gives slight damage to the player while they collide with it somewhat randomly, like The Shadow.
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|-
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|Examine
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|Displays a message on screen when interacted with by the player, similar to the <code>SetMessage</code> script. Can display different message if the player is insane.
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|-
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|Insanity
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|Can play an insanity event when the player enters. See [[HPL2/TDD/main sanity events.cfg|main_sanity_events.cfg]] for more information.
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|-
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|Ladder
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|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.
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|-
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|Liquid
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|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.
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|-
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|Sticky
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|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.
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|-
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|Rope
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|Defines a rope. See [[HPL2/TDD/Rope|Rope]].
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|-
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|PathNode
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|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 [[HPL2/TDD/Entities/Enemies|Enemies]].
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|-
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|PlayerStart
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|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.
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|}

Revision as of 01:48, 4 August 2020

This page lists the different types of areas available in Amnesia – The Dark Descent and what they do.

Type Description
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.
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.