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hpl2:amnesia:areas

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hpl2:amnesia:areas [2010/11/04 16:30]
jens created
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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 ===== Areas ===== ===== Areas =====
  
-This page lists the type of areas available in [[.:​|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 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.
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   * **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**: ​Lowers the players sanity and can trigger sanity events (Note: this area doesn'​t have any callback functions, so if you need to do a complex sanity event use the script area). +  * **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 [[tutorial:entities:rope_tutorial|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.1288888255.txt.gz · Last modified: 2010/11/04 16:30 by jens