Difference between revisions of "Active Area"
From Shoot Em Up Kit
(Created page with "An ''Active Area'' is used to limit the area a Player, NPC, Formation or Camera can move in, for example t...") |
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[[File:ActiveAreaTrigger.png|link=]] | [[File:ActiveAreaTrigger.png|link=]] | ||
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|style="width:100px;" |'''Name''' | |style="width:100px;" |'''Name''' | ||
|Name of the Trigger | |Name of the Trigger | ||
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[[File:ActiveAreaShip.png|link=]] | [[File:ActiveAreaShip.png|link=]] | ||
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|style="width:130px;vertical-align:top;" |'''Active Area''' | |style="width:130px;vertical-align:top;" |'''Active Area''' | ||
|The Trigger you set up above (click name to select from list) or ''None'' if no active area | |The Trigger you set up above (click name to select from list) or ''None'' if no active area |
Latest revision as of 18:19, 24 May 2020
An Active Area is used to limit the area a Player, NPC, Formation or Camera can move in, for example to prevent a player ship from moving outside a set playing area or to keep enemies within a fixed zone.
To set up an Active Area, first place a Trigger and set the size and position so that it encloses the required area:
Name | Name of the Trigger |
Position | Position of the trigger |
Shape | Shape of the Trigger (sphere or box) |
Size | Size of the trigger (radius for sphere, side lengths for box) |
Next place the entity inside the Trigger and set its Active Area in the Properties window General tab:
Active Area | The Trigger you set up above (click name to select from list) or None if no active area |
Area Movement | Fixed - area does not move |
Camera Relative - area moves with the camera (eg to keep the playing area in front of a moving camera) | |
Player Relative (only for NPCs) - area moves with the player entity | |
Area Action | No Action - do nothing, boundary is ignored |
Destroy Self | |
Wrap - teleport to opposite side of Active Area, continue moving | |
Bounce - bounce back from the boundary | |
Turn 180 - turn 180 degrees | |
Turn 90 (NPC only) - turn 90 degrees | |
Stop - stop moving |
The entity will be able to move freely within the Active Area but will act as set in Area Action when it reaches an edge.