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

You already know hit- and range- events, still missing are time events. The time steering is done by the variables ObjectSecMin/Max. As soon as an object is activated, a value between ObjectSecMin and ObjectSecMax is diced and the time starts ticking. If the diced time has passed by, the time event is triggered. Therewith we can command a shift in direction whenever e.g. 2 1/2 seconds have passed by. Therefor we need two flys being alternately activated.
Note the variables ObjectX/YMin/Max of fly number 1 at this example. At the beginning of the game the fly should sit at the top of the cooker, why ObjectXMin/Max and ObjectYMin/Max are set accordingly. After 2.5 seconds fly number 2 is activated assuming the coordinates of fly number 1 (ObjectKoordPre=1). After further 2.5 seconds have passed, fly number 1 shall appear at the coordinates of fly number 2. To avoid the new initialization of ObjectXMin/Max and ObjectYMin/Max, the equal has to be replaced by the underscore '_' (as mentioned before).

#1#
ObjectNumber=1       #1#Fliege Nr.1 / Fly No. 1
ObjectFront=1
ObjectStartActive=1
ObjectTexture=11/70,12/30
ObjectF=T2
ObjectD=-1
ObjectSecMin=2.5
ObjectSecMax=2.5
ObjectConnect=-1
ObjectKoordPre=a2
ObjectHitDirection=1
ObjectXMin_-100
ObjectXMax_-100
ObjectYMin_-160
ObjectYMax_-160
ObjectDMin=20
ObjectDMax=20
ObjectAMin=0
ObjectAMax=0
ObjectVXMin=80
ObjectVXMax=100
ObjectVYMin=50
ObjectVYMax=100
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=

#1#
ObjectNumber=2       #1#Fliege Nr. 2 / Fly No. 2
ObjectFront=1
ObjectStartActive=0
ObjectTexture=11/70,12/30
ObjectF=T1
ObjectD=-1
ObjectSecMin=2.5
ObjectSecMax=2.5
ObjectConnect=-1
ObjectKoordPre=1
ObjectHitDirection=1
ObjectXMin_0
ObjectXMax_0
ObjectYMin_0
ObjectYMax_0
ObjectDMin=20
ObjectDMax=20
ObjectAMin=0
ObjectAMax=0
ObjectVXMin=80
ObjectVXMax=100
ObjectVYMin=50
ObjectVYMax=100
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=

You started the example given above?
Screenshot egg-O-shOOter

Oops - what was that? The fly was cloned after 2.5 seconds, but after another 2.5 seconds no further fly appeared!
In contrast to the range event, the object triggering a time event is NOT automatically deactivated. The time variable is set to -1 instead, which means that no further time events will be triggered by this object. Therefor no further fly appears after 5 seconds have passed by. A second reason why a third fly can't appear is given by the fact that fly number 1 just can activate fly number 2 if it isn't still active! Therefor fly number 2 must be deactivated before, what was given by ObjectStartActive=0.
To make our example run like wanted, we have to DEactivate fly number 1 after it has triggered the time event. Therefor ObjectD=T1 has to be set at fly number 1 and ObjectD=T2 at fly number 2.

<<<Back to range events          Continue with connected objects>>>