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Booby trap/landmine tutorial - DOS Editor
This tutorial will make a landmine/booby trap that blows up if you get too close or if
you shoot it .
Pictures
You will need 5 pictures , 2 for the mine and 3 for the explosion , for the mine I made
two pictures called booby1.vgr and booby2.vgr , I made 2 so I could have a flashing light on the mine to denote that it was armed , it also attracts the player to it , booby1.vgr is a cylinder with a red light button on it and booby2.vgr is the same but the light button is brown . The other 3 pictures are vgr's of an explosion I called splo1.vgr , splo2.vgr and splo3.vgr. When you have made your pictures import them into an object library as symmetrical objects .
If you want to use MD2's instead of pictures use the method described in my
Implementing MD2's tutorial .
Making the animation
Before you start make sure the active object library is the one with your booby and
explo vgr's in . Go to the objects menu and go down to library import/modify and click on it , a box will appear with 4 options in it , click on animated objects and another box will appear , in this box click on design a new animation , a box will appear asking if you want to set a frame position , click on no , you should now be in the animation editor. I will describe how to do the first frame then give the list for all the frames , once you have done frame zero do all the others frames in the same way.
Click on the first frame in the list ( frame 0 ) and a new box will appear , first job is to
give the frame a picture so click on set picture , a new box will appear with the types of picture you can choose , click on symmetrical object and find the first picture which in my case was booby1.
Next click on set operation and you will get a list of operations to choose from ,
click on branch if shot , you will now be asked for a frame number , we want frame 4 so put a 4 in the red box , another box will appear asking for the delay , the default is 2 and this is about right so just press return , you will now be returned to the animation frame list , in the small box click
on done with this frame and as it says you are done with that frame , doing the other
frames is exactly the same method , just click on the frame you want and edit it as you did with frame zero when you are happy with the frame click on done with this frame and go on to the next one.
Animation frame list
Frame 0 , picture = booby1 , operation = branch if shot to frame 4 :
Frame 1 , picture = booby2 , no operation :
Frame 2 , picture = booby1 , operation = branch if player close to frame 4 :
Frame 3 , picture = booby2 , operation = unconditional branch to frame 0 :
Frame 4 , Picture = splo1 , operation = play sound # 6 :
Frame 5 , Picture = splo2 , operation = invisible blast , blast radius 500 :
Frame 6 , Picture = splo3 , operation = set value to register , reg 187 , value 200 :
Frame 7 , Picture = splo2 , operation = set value to register , reg 175 , value 90 :
Frame 8 , Picture = splo1 , operation = remove this animation :
Note:- if you get asked for a delay value leave it at the default of 2
If you don't want the player to be able to shoot the mine to blow it up , just make
frame zero as no operation .
Before you can use the animation you have to import it into an object library , when
you are happy with all your frames click on click here when finished and you will be asked if you want to save the animation , click on yes and then give it a name , when you have done this go to the object menu and click on library import/modify , click on animated objects and find your new animation in the list , your animation is now ready to be used , click on the film reel icon in the editor to place it in your level . |