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3D CONSTRUCTION KIT

14. THE SHORTCUT ICONS

The following details the shortcut icons for the Environment Editor and the 128K Editor. Descriptions of the shortcut icons for the condition editor duplicate functions from the menus. Refer to the relevant menu headings for details.

Name: GLOBAL

Function:
To bring up a list of the Global Objects already defined within the system.

Response:
A list of predefined objects in the GLOBAL area will be displayed, each followed by a + or - symbol. The + symbol denotes that the object is included within the current area and - denotes it is not included.

Action:
Position the cursor over the desired object and press the fire button (or 0 key) to either select + or -. The fire button (or 0 key) will toggle between the + or - symbols.

Response:
Any Global Objects selected with a + symbol will appear within the current area.


Name: COPY

Function:
Create a duplicate of a specified object.

Response:
A list of objects will be displayed.

Action:
Select the object from the item selector.

Response:
The new object will be created in the View window.


Name: CREATE

Function:
Create a new object in the current area.

Response:
A panel (see figure 4) will be displayed over the Shortcut icons showing the type of object available.

Action:
Select an object type.

Response:
The new object will be created within the View window


Create Object Panel
Figure 4
Name: EDIT
Function:
Edit a specified object.

Response:
A list of existing objects within the current area will be displayed.

Action:
Select an object in the usual manner.

Response:
A new bank of icons (see figure 5) will be displayed over the Shortcut icons. The icons are split into five groups:
  • POINT : Alters the position of the point referred to in the Info Bar. This function only applied to non-rectangular facets and pyramids. In the case of facets all points may be moved.
    Note: Stretching and shrinking will also move the points in the object.

  • TURN : Rotates the object in the direction of the arrows on the icons through 90 degrees.

  • SHRINK : Decreases the size of the object in the direction of the arrows.

  • STRETCH : Increases the size of the object in the direction of the arrows. As with MOVE the object cannot be stretched beyond the boundary of the area.

  • MOVE : Move the object in the direction of the arrows. If an object being moved hits another object or the edge of the area it is butted against the obstruction.

  • UNDO : This function will undo any editing made on an object prior to selecting another object or using the OKAY icon.

  • SELECT : This provides the option to select another object for editing.

  • OKAY : Selecting this will commit all editing to memory and return to the main screen once more.


Edit Object Panel
Figure 5
Name: SHADE
Function:
To shade a selected object.

Response:
A list of current objects will be displayed.

Action:
Select an object for shading in the usual manner. To colour an object select the side you wish to shade with the cursor. By highlighting the values to the right of the shaded rectangles numbered 1 to 6 (depending on which type of object you wish to shade). These values will correspond to the value of the shade, shown as 16 shaded boxes numbered 0 to 15 on the right hand side of the panel.

Note:
The first shade is INVISIBLE and as such can be very useful for creating special effects and saving time when sides of an object will never be visible to the player by making them INVISIBLE.


Shade Object Panel
Figure 6
Name: DELETE

Function:
To delete a specified object from memory.

Response:
A list of objects will be displayed in the item Selector.

Action:
Select an object from the Item Selector in the usual manner.

Response:
The object will be deleted from memory.

Note 1:
Entrances may also be deleted from memory using this function. Just select the entrance from the Item Selector in the usual way and the selected Entrance will be deleted.

Note 2:
This operation is irreversible, so use with care!


Name: ATTRIBUTES

Function:
View the position and status of a specified object. The object's status and initial status can be altered.

Response:
A list of objects in the current area will be displayed.

Action:
Select an object from the list.

Response:
A Dialogue Box will appear showing various information about the selected object; TYPE, NAME, SIZE, POSITION, CURRENT STATUS, INITIAL STATUS.

CURRENT STATUS alters the status of the object between VISIBLE, INVISIBLE and DESTROYED. An invisible object may be made visible at some other point in the environment whereas a destroyed object is gone until the environment is restarted using RESET.

INITIAL STATUS sets the status of the object when the environment is RESET, either VISIBLE or INVISIBLE.

Note 1:
SENSORS have a range (of 0-255) and speed (in tenths of a second). These can be changed via ATTRIBUTES. A speed of 0 means that it will not shoot.

Note 2:
Sensors do not have a direction and when off screen will not be obscured by other objects so they can fire through walls etc. To overcome this it is best to use a different form of check before activating a sensor such as a collision with the floor around the sensor.

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