Difference between revisions of "Objects"

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The Object centre is a line on the scene which is used to calculate weather a character is in front of or behind the object.
 
The Object centre is a line on the scene which is used to calculate weather a character is in front of or behind the object.
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===Object Animation===
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[[image:Objekte_objektanimation.gif]] (TODO)
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You can set the object's animation to <font class="keyword">Object Animation</font>, i.e. the animation will be started if the object is active automatically (e.g. waterfall in the background).
  
 
===Object Sprite and Animation===
 
===Object Sprite and Animation===
 
[[image:Objekte_sprite.gif]] (TODO)
 
[[image:Objekte_sprite.gif]] (TODO)
 
You can set the object's animation to <font class="keyword">Object Animation</font>, i.e. the animation will be started if the object is active automatically (e.g. waterfall in the background).
 
  
 
You can select an image to represent the object under 'Sprite'. Each animation belonging to the object can be created and edited under <font class="keyword">Animation</font>. For further details about how to place sprites and animations in the scene see [[Scenes]], in the navigation menu on the left.
 
You can select an image to represent the object under 'Sprite'. Each animation belonging to the object can be created and edited under <font class="keyword">Animation</font>. For further details about how to place sprites and animations in the scene see [[Scenes]], in the navigation menu on the left.

Revision as of 22:51, 25 March 2006

walkable

Objekte begehbar.gif (TODO)

If checked the standard command (normally 'walk to') can't be used for an action on this object. Instead the person walks exactly to the clicked point (e.g. this can be useful for a carpet on the floor, where the person can walk over the carpet but also look at it, pull it, etc.)

Object Condition

Objekte bedingung.gif (TODO)

If you link an object to a condition the object will be active only if the condition is true. Active means that its image or object animation is displayed (if any) and the cursor treats it as an object when hovering it (e.g. displaying the name).

Negate Condition

Objekte negierbar.gif (TODO)

If checked the object is active only if the selected Condition is false.

Object Direction

Objekte richtung.gif (TODO)

Here you can set the direction a character will look into after having arrived at the particular object. When you do not set a direction (by clicking in the centre of the compas) the character won't be adjusted to a direction.

Object Position

Objekte position.gif (TODO)

Set the point to which the character will walk to when heading for the object. Make sure the destination is within the way borders.

Object centre

Objekte objektmitte.gif (TODO)

The Object centre is a line on the scene which is used to calculate weather a character is in front of or behind the object.

Object Animation

Objekte objektanimation.gif (TODO)

You can set the object's animation to Object Animation, i.e. the animation will be started if the object is active automatically (e.g. waterfall in the background).

Object Sprite and Animation

Objekte sprite.gif (TODO)

You can select an image to represent the object under 'Sprite'. Each animation belonging to the object can be created and edited under Animation. For further details about how to place sprites and animations in the scene see Scenes, in the navigation menu on the left.

Effects

Scroll-factor X [%]

Horizontal scrolling-speed of this object in percent of screen's scrolling-speed. If 100% object scrolls with same speed as the screen itself, otherwise it scrolls faster (>100%), slower (<100%) or not at all (=0).

Scroll-factor Y [%]

Vertical scrolling-speed of this object in percent of screen's scrolling-speed. If 100% object scrolls with same speed as the screen itself, otherwise it scrolls faster (>100%), slower (<100%) or not at all (=0).

Particle-system

A particle system that will be shown at the position of this object (e.g. fire). For further details about particle systems see Particles.