Defining Objects for your game.

HOW TO:

						Define Objects
						==============
						
	The term 'Object' in AB3DII has quite a broad meaning. Basically, anything which isn't a bullet,
	a player, an alien or background (walls, floors and ceilings) is an object. There are several
	main types that an object can be, and this determines its behaviour:
	
	1. Collectable
	
		The object may be collected by the player. When this happens, the player will recieve
		whatever ammunition or other supplies the object is defined to provide, and the object
		will remove itself from the map. Once so removed it will also cease to hold any doors
		and lifts.
		
	2. Activatable
	
		The object can be 'activated' by the player being within its activation radius and pressing
		the space bar. When this happens the object switches to 'active mode'. The player can
		switch it back, or it can 'timeout' and return to its inactive state. Whilst active the
		object will cease to hold any doors or lifts.
		
	3. Destructable.
	
		The object can be damaged by player bullets and explosions. Once destroyed it will cease
		to hold any doors or lifts, and will no longer impede the player.
		
	4. Decoration
	
		The object cannot be interacted with in any way and simply sits there playing through
		its animation sequence.
	
	To define an object, select OBJECTS -> DEFINE OBJECT STATS.
	
	Click on an empty space or an object you want to redefine with the LEFT mouse button, and type
	the new name. Clicking on the object with the RIGHT mouse button instead takes you into the
	actual definiton screen. On this screen are several options, some of which are only visible
	for certain types of object. They are listed here in top-bottom order:
	
1. Type Of Object

	Click to cycle through the four types above.

2. Graphic Type

	Click to cycle through:
	
	BITMAP
		Simplest type of object; uses ordinary bitmap graphics
	POLYGON
		An object of this type uses frames of animation from 3D objects designed using
		the ANIMEDITOR program.
	GLARE/SMOKE
		The object is drawn transparently, brightening or darkening the graphics behind it.
		See HOW2-Draw_Glare_Objects for instructions.

3. Deactivate after..

	ONLY FOR ACTIVATABLE OBJECTS
	
	This value is the time in 50ths of a second between the player activating the object and it
	deactivating automatically.

3. Number Of Hit Points

	ONLY FOR DESTRUCTABLE OBJECTS
	
	The number of damage points the object can take before it is destroyed.

4. Explosive Potential

	ONLY FOR DESTRUCTABLE OBJECTS
	
	The explosive force with which the object detonates upon its destruction.
	
5. Impassable in default state

	DESTRUCTABLE AND DECORATION OBJECTS ONLY
	
	Does the object obstruct the player until destroyed? This value gives you the answer.
	
6. [ Define Default state Animation ]

	Clicking here provides you with a screen containing information about the default animation
	sequence for an object. The values andd buttons you can use are as follows:
	
	BITMAP AND GLARE OBJECTS
	------------------------

	GF:	Graphic file to read the frame of animation from. Click on the number to pick
		one of your object-graphic filenames.
		
	FN:	Frame to draw from within the selected graphic file. Click here with the LEFT mouse button
		to simply type a number in, or click with the RIGHT mouse button to be shown the
		ANIMATION FRAME SELECTION SCREEN. See the document
		
		'HOW2-Use_Animation_Frame_Selection_Screen'	
		
		for details, as this screen is re-used several times in the program.
		
	SW:	Scaled Width and Scaled Height of graphic on-screen. Values similar to those defined in
	SH:	the animation frame in the graphic file are about right, although you can squash any 
		size and shape of graphic into any size and shape of box. SW and SH have a maximum value
		of 255.
		
	VO:	Vertical offset. By varying the vertical offset, you can make objects bounce or wobble up
		and down as they animate. For this to work, you will need several frames of animation.
	
	NF:	Next Frame Number. Click on this and then select the 'next frame' you want the object to
		change to after the one you just clicked on. In this way you can make objects perform
		a loop within their animation, or as is more usual, stop on the last frame rather than
		looping back to the beginning (eg switches). 
				
	ADD FRAME:
		Adds a frame to the end of the list, copying all the values from the previous last in
		the list to the new last in the list. It is therefore a good idea to set up the first
		frame with the graphic file, scaled width and height and so on, then add more frames and
		just tweak the values you want to change afterwards.
	
	DEL FRAME:
		Removes the last frame in the list.

	VECTOR OBJECTS
	--------------

	VF:	Vector file to read the frame of animation from. Click on the number to pick
		one of your vector filenames.
		
	FN:	Frame to draw from within the selected graphic file. Click here with the LEFT mouse button
		to simply type a number in.
		
	AO:	The amount the object should turn this frame. A value of 8192 represents 360 degrees.		
		
	VO:	Vertical offset. By varying the vertical offset, you can make objects bounce or wobble up
		and down as they animate. For this to work, you will need several frames of animation.
	
	NF:	Next Frame Number. Click on this and then select the 'next frame' you want the object to
		change to after the one you just clicked on. In this way you can make objects perform
		a loop within their animation, or as is more usual, stop on the last frame rather than
		looping back to the beginning (eg switches). This is also extremely useful for GUN objects.
		See the file 'HOW2-Define_Gun_Objects' for fuller instructions after reading the rest of
		THIS file.
		
	ADD FRAME:
		Adds a frame to the end of the list, copying all the values from the previous last in
		the list to the new last in the list. It is therefore a good idea to set up the first
		frame with the graphic file, then add more frames and just tweak the values you want to 
		change afterwards.
	
	DEL FRAME:
		Removes the last frame in the list.

7. [ Define Active/Destroyed Animation ]

	Similar to 6. except that this is the animation which will be played when the object is activated
	or destroyed. It is ALSO the sequence displayed if this object is defined as the ON-SCREEN OBJECT
	of a player gun.
	
8. [ Define Guns/Jetpack/Shield Given ]

	Clicking here brings a list of toggles as to what the object provides the player with when he
	collects or activates it.
	
	NB: Jetpack and shield are not implemented in this version.
	
9. [ Define Ammo/Fuel given ]

	Clicking here gives a list of what ammo and health is given by the object when collected/activated.
	Hence a 'gun' object would give the player the appropriate gun, and also some of the ammo that the
	gun fires.

	NB: Fuel is not implemented in this version.

10. Collision cylinder radius

	This is the distance a player has to be within to collect or activate the object. About 100-150
	is usually about right.

11. Collision cylinder height

	This is the height within which the player must be to collect the object. About 100 is usually
	ok.
	
12. Position vertically relative to:

	Either the FLOOR or the CEILING can be toggled between here, and the object will be positioned
	next to the one selected. Thus the Vertical Offset in the animation data is important to pull
	the object up or down into the room.

13. Lock to nearest wall?

	If this is enabled, then the object will 'snap' to the nearest wall when placed in the level
	and will face outwards into the room (vector objects only)
	
14. Activation/Collection/Destruction sound effect

	Click here to set the appropriate sound effect for whatever action is appropriate to the type
	of object.


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