Hotspots

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Revision as of 16:29, 27 February 2018 by Silverfish (talk | contribs) (More WIP)
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TODO: This entire page is a work in progress, gotta finish it!

Hotspots are objects that make things happen in the game in different ways. They can be used to make fire, water, kill boxes, objectives and much more. If you're looking for how to create your own hotspots, see the Hotspot Scripting page.

Several hotspots can be found in the top bar under Load → Hotspot, however not all hotspots can be found there. All hotspots can be found by going to Load → Load item... and browsing to ../Overgrowth/Data/Objects/Hotspots/.

This page lists all hotspots available in the game and what their use is.

Contents

Hotspots

activate_characters

When the player enters the hotspot some NPCs has their static flag set to false. This can be used to optimize a level by having enemies be static until the player gets close to them.

Script Params

Parameter Type Description
characters list of ints A space-delimited list of IDs of characters which should have their static flag set to false when the player enters the hotspot

Example: 5124 423 566

ambient_sound

Is used to play environment sounds, either in some specific part of the level, or in the entire level. It can be used to add creaky wood sounds only to a ship, wind sound only at the top of a mountain, rustling leaves sound only close to trees and so on.

Script Params

Parameter Type Description
Delay Max int The maximum random time in seconds until this sound triggers after having been triggered
Delay Min int Same as Delay Max, except the minimum random time
Fade Distance int The distance in meters outside of the hotspot that the sound should start being audible, it fades in to full volume as the camera gets closer to the hotspot
Gain float How loud the sound should be
Global bool If the sound should play everywhere, and not only at the hotspot's location
Sound Path string The path to the sound to use, they can be found in Data/Sounds/
Wind Scale bool Makes the sound increase and decrease in volume to make it feel like it's being created by wind

boundary

When the player enters this hotspot's volume, they are pushed in a specific direction based on the rotation of the hotspot. Note that it only pushes horizontally, it can not push up or down. To know which direction it pushes in, simply test it by running into it.

displayimage

Renders an image in the middle of the screen when the player is inside the hotspot.

Script Params

Parameter Type Description
[0] Display Image Path string Location on disk of image to show
[1] Scale float How large the image should be, in percent
[2a] Red Tint int Multiplier for image's red channel
[2b] Green Tint int Multiplier for image's green channel
[2c] Blue Tint int Multiplier for image's blue channel
[2d] Alpha Tint int Multiplier for image's alpha channel

displaytext

Shows some text on the screen while the player is in the hotspot. Does not support word wrap or line breaks.

Script Params

Parameter Type Description
Display Text string Text to show

displayvideo

Does not work.

emitter

Creates either smoke, fog or water splashes within the hotspot volume.

Script Params

Parameter Type Description
Type string Set it to either "Smoke", "Foggy" or "Falling Water" (without the quotes)

eye_adjust

Changes the HDR settings when the player character enters the hotspot.

Script Params

Parameter Type Description
HDR Black point float Sets the low range of the dynamic range
HDR Bloom multiplier float Changes the intensity of the bloom effect
HDR White point float Sets the high range of the dynamic range

fire_test

Pretty looking fire composed of a number of textured ribbons and a light source. Can ignite characters when they touch it.

Script Params

Parameter Type Description
Fire Ribbons int The number of ribbons that should be used
Ignite Characters bool If checked, characters will ignite when they touch the fire, only works on NPCs if they are ragdolled
Light Amplify float The intensity of the light from the fire
Light Distance float How far away the light should reach TODO: What unit is this in?

general_campaign_level

Script Params

generic_kill

Script Params

kill

Script Params

lava_kill

Script Params

levelwin

Script Params

loadlevel

Script Params

lugaru_hawk

Script Params

lugaru_level

Script Params

must_visit_trigger

Script Params

new_checkpoint

Script Params

no_grab

Script Params

object_disappear

Script Params

overgrowth_level

Script Params

overgrowth_level_checkpoint

Script Params

particle_foggy

Script Params

portal

Script Params

portal_manager

Script Params

resetcharacter

Script Params

resetlevel

Script Params

respawn_at_checkpoint

Script Params

soak_level

Script Params

spike

Script Params

spike_tip

Script Params

start_dialogue

Script Params

StartRace

Script Params

tutorial

Script Params

victorytrigger

Script Params

water

Script Params

water_bob

Script Params

water_bob_fast

Script Params

wet_cube

Script Params

Useless Hotspots

These hotspots have either been replaced by a better alternative, have stopped working at some point during the development of the game, can't be used on their own, or are simply old and forgotten.

announce_items

Remnant from old tutorial

TODO: Link to article showing how to use snow shader.

Checkpoint

No longer used, should use the new checkpoint system instead.

TODO: use what instead specifically?

collectable_target

Does not work anymore.

dark_world_level

Crashes the game.

dark_world_trigger

Function unknown.

destination_trail

Function unknown.

FinishRace

No longer works.

fixedragdollpart

Not used on its own, used in aschar for impaling.

rain

Particle based rain, use the rain shaders instead.

TODO: Link to article showing how to use rain shader.

snow

Particle based snow, use the snow shaders instead.