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Klick hier für die deutschsprachige Version.

At this column you can learn to create your own egg-O-shOOter.
<<<     Range events     >>>

How to direct objects was described at the previous chapter. Now you will learn how to trigger range events.
Objects can be deactivated or activated as soon as this range event appears. Try to let an egg fall from the ceiling as soon as the fly reached it. Therefor we need an egg and a fly:

#1#
ObjectNumber=1       #1#Fliege / Fly
ObjectFront=1
ObjectStartActive=1
ObjectTexture=11/70,12/30
ObjectF=R2
ObjectD=-1
ObjectSecMin=-1
ObjectSecMax=-1
ObjectConnect=-1
ObjectKoordPre=-1
ObjectHitDirection=1
ObjectXMin=-100
ObjectXMax=-100
ObjectYMin=-160
ObjectYMax=-160
ObjectDMin=20
ObjectDMax=20
ObjectAMin=0
ObjectAMax=0
ObjectVXMin=-100
ObjectVXMax=-100
ObjectVYMin=+20
ObjectVYMax=+50
ObjectVRotMin=0
ObjectVRotMax=0
ObjectRotAxis=3
ObjectVGrowMin=0
ObjectVGrowMax=0
ObjectGravMin=0
ObjectGravMax=0
ObjectMoveXMin=-800
ObjectMoveXMax=+800
ObjectMoveYMin=+212
ObjectMoveYMax=+220
ObjectMoveAMin=-360
ObjectMoveAMax=+360
ObjectMoveRMin=1
ObjectMoveRMax=1000
ObjectMoveType=11
ObjectType=1
ObjectBenefitMin=*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0
ObjectBenefitMax=*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0
ObjectMirror=0
ObjectMovePointing=1
ObjectHitSound=
ObjectAppearSound=
ObjectHitTextEnglish=
ObjectHitTextGerman=

#1#
ObjectNumber=2       #1#Ei von Decke fallend / Egg falling from ceiling
ObjectFront=1
ObjectStartActive=0
ObjectTexture=90
ObjectF=-1
ObjectD=H2
ObjectSecMin=-1
ObjectSecMax=-1
ObjectConnect=-1
ObjectKoordPre=1
ObjectHitDirection=1
ObjectXMin_0
ObjectXMax_0
ObjectYMin_0
ObjectYMax_0
ObjectDMin=20
ObjectDMax=20
ObjectAMin=0
ObjectAMax=0
ObjectVXMin=0
ObjectVXMax=0
ObjectVYMin=+20
ObjectVYMax=+20
ObjectVRotMin=50
ObjectVRotMax=100
ObjectRotAxis=3
ObjectVGrowMin=0
ObjectVGrowMax=0
ObjectGravMin=+10
ObjectGravMax=+10
ObjectMoveXMin=-800
ObjectMoveXMax=+800
ObjectMoveYMin=-200
ObjectMoveYMax=+200
ObjectMoveAMin=-360
ObjectMoveAMax=+360
ObjectMoveRMin=1
ObjectMoveRMax=1000
ObjectMoveType=3
ObjectType=3
ObjectBenefitMin=*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0
ObjectBenefitMax=*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0
ObjectMirror=0
ObjectMovePointing=0
ObjectHitSound=
ObjectAppearSound=
ObjectHitTextEnglish=
ObjectHitTextGerman=

Save 'themes.txt', press 'N'-key and direct the fly to the ceiling. The egg appears really at the point of the ceiling where at the fly reached it. The egg falls, forced by gravity, down to the bottom frame and bounces at the edge of the playground. When being hit, the egg bursts and is deactivated. So far so good, but where is the fly? We did not deactivate it when reaching the ceiling!
Well, as soon as the fly leaves the defined area, the range event is triggered and as wanted the egg is activated. Therewith the fly would still be outside the area and trigger the range event once more! To avoid this accident, the object triggering the range event is automatically deactivated by the egg-O-shOOter.
If the fly should stay at the scene, we have to define a subsequent fly. So we need three objects to realize this example:

#1#
ObjectNumber=3       #1#Nachfolge-Fliege / Subsequent fly
ObjectFront=1
ObjectStartActive=0
ObjectTexture=12
ObjectF=-1
ObjectD=-1
ObjectSecMin=-1
ObjectSecMax=-1
ObjectConnect=-1
ObjectKoordPre=1
ObjectHitDirection=-1
ObjectXMin_0
ObjectXMax_0
ObjectYMin_0
ObjectYMax_0
ObjectDMin=20
ObjectDMax=20
ObjectAMin=+180
ObjectAMax=+180
ObjectVXMin=0
ObjectVXMax=0
ObjectVYMin=0
ObjectVYMax=0
ObjectVRotMin=0
ObjectVRotMax=0
ObjectRotAxis=3
ObjectVGrowMin=0
ObjectVGrowMax=0
ObjectGravMin=0
ObjectGravMax=0
ObjectMoveXMin=-800
ObjectMoveXMax=+800
ObjectMoveYMin=-200
ObjectMoveYMax=+220
ObjectMoveAMin=-360
ObjectMoveAMax=+360
ObjectMoveRMin=1
ObjectMoveRMax=1000
ObjectMoveType=3
ObjectType=1
ObjectBenefitMin=*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0
ObjectBenefitMax=*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0
ObjectMirror=0
ObjectMovePointing=1
ObjectHitSound=
ObjectAppearSound=
ObjectHitTextEnglish=
ObjectHitTextGerman=

If you want the fly to hang around with it's feet at the ceiling, you have to set ObjectAMin/Max = 180 (at object number 3!).
ObjectF at object 1 (!) has to be set to ObjectF=R2,R3 to activate the subsequent fly besides the egg.
Start the level and look if the egg appears as predicted and if the fly stays at the ceiling.
Screenshot egg-O-shOOter

It works? all right!
The further values for ObjectMoveType should be no more secret for you. While ObjectMoveType=7 causes the range event if the fly reaches the area fortuitous, you can't dissuade the fly from reaching the area if ObjectMoveType is set to 6. The fly is guided to the area.
Set ObjectMoveType=4 and the range event is triggered as soon as the fly leaves the area. Note that the fly should not be outside the target area at the point it is activated. Elsewise the fly is immediately deactivated and you won't see it.
ObjectMoveType=11 is similar to the value 7, but the fly won't disappear at the edge of the playground.
<<<Back to range steering          Continue with time events>>>