Difference between revisions of "Hotspots"
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− | 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 | + | :''This Page doesn't cover creating self-made hotspots. To read about that, see [[Hotspot Scripting]].'' |
+ | |||
+ | 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. | ||
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/''. | 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/''. | ||
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=== no_grab === | === no_grab === | ||
− | Any ledge within this hotspot can't be grabbed. You would usually use the [[Collision Painting|collision painting system]] to decide whether a ledge is grabbable, but if you want to for instance make a ledge in a prefab not grabbable you can't always do that, so you can then use this no_grab hotspot instead. | + | Any ledge within this hotspot can't be grabbed. You would usually use the [[Collision Painting|collision painting system]] to decide whether a ledge is grabbable, but if you want to for instance make a ledge in a [[Prefabs|prefab]] not grabbable you can't always do that, so you can then use this no_grab hotspot instead. |
=== object_disappear === | === object_disappear === | ||
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'''TODO:''' Should another hotspot be used instead of this one? | '''TODO:''' Should another hotspot be used instead of this one? | ||
+ | |||
+ | '''TODO:''' These level messages are handled in this hotspot, need to explain what that means: | ||
+ | <pre> | ||
+ | "reset" | ||
+ | "level_event music_layer_override" | ||
+ | "level_event crowd_override" | ||
+ | "level_event set_camera_dof" | ||
+ | "level_event character_knocked_out" | ||
+ | "level_event character_died" | ||
+ | "player_entered_checkpoint_fall_death" | ||
+ | "player_entered_checkpoint" | ||
+ | </pre> | ||
=== overgrowth_level_checkpoint === | === overgrowth_level_checkpoint === | ||
The checkpoints used in the Overgrowth story to activate a ''"reach"'' goal. All the Information about this Hotspot can be found on the ''[[Checkpoints]]'' page. | The checkpoints used in the Overgrowth story to activate a ''"reach"'' goal. All the Information about this Hotspot can be found on the ''[[Checkpoints]]'' page. | ||
'''TODO:''' Should another hotspot be used instead of this one? | '''TODO:''' Should another hotspot be used instead of this one? | ||
+ | |||
+ | === Particle Occluder Hotspot === | ||
+ | |||
+ | Allows for particles to not have any effect in the area inside the hotspot. | ||
+ | |||
+ | It works by default with particles generated by the emitter hotspot (as an example), but to make it work for rain/snow/other gpu particles, go to editor mode, press "Y" and go to Custom Shaders, here write '''<code>#GPU_PARTICLE_FIELD_OCCLUSION</code>''' | ||
=== portal === | === portal === | ||
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=== StartRace === | === StartRace === | ||
− | '''TODO: Does it not work like [[# | + | '''TODO: Does it not work like [[#FinishRace|FinishRace]] ?''' |
Used to start a race similar to the one shown off in the video ''[https://www.youtube.com/watch?v=cc5L9sBF7D0|Building A Race Course In Overgrowth - Wolfire Games]''. | Used to start a race similar to the one shown off in the video ''[https://www.youtube.com/watch?v=cc5L9sBF7D0|Building A Race Course In Overgrowth - Wolfire Games]''. | ||
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== Deprecated and Component Hotspots == | == Deprecated and Component 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 | + | These hotspots have either been replaced by a better alternative, have stopped working at some point during the development of the game, or can't be used on their own. |
=== announce_items === | === announce_items === | ||
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=== kill === | === kill === | ||
− | Deprecated, use the generic_kill or lava_kill hotspots instead. | + | Deprecated, use the [[#generic_kill|generic_kill]] or [[#lava_kill|lava_kill]] hotspots instead. |
=== lugaru_level === | === lugaru_level === | ||
Line 424: | Line 444: | ||
=== rain === | === rain === | ||
− | Particle based rain, use the rain shaders instead | + | Particle based rain, use the [[Shader And Weather Effects|rain shaders]] instead. |
− | |||
− | |||
=== spike_tip === | === spike_tip === | ||
Line 432: | Line 450: | ||
=== snow === | === snow === | ||
− | Particle based snow, use the snow shaders instead | + | Particle based snow, use the [[Shader And Weather Effects|snow shaders]] instead. |
− | |||
− | |||
=== water === | === water === | ||
Deprecated, use [[#wet_cube|wet_cube]] instead. | Deprecated, use [[#wet_cube|wet_cube]] instead. | ||
+ | |||
+ | [[Category: Overgrowth]] | ||
+ | [[Category: Modding]] |
Latest revision as of 23:21, 26 October 2019
- This Page doesn't cover creating self-made hotspots. To read about that, see Hotspot Scripting.
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.
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
- 1 Hotspots
- 1.1 activate_characters
- 1.2 ambient_sound
- 1.3 boundary
- 1.4 displayimage
- 1.5 displaytext
- 1.6 displayvideo
- 1.7 emitter
- 1.8 eye_adjust
- 1.9 fire_test
- 1.10 general_campaign_level
- 1.11 generic_kill
- 1.12 lava_kill
- 1.13 levelwin
- 1.14 loadlevel
- 1.15 lugaru_hawk
- 1.16 new_checkpoint
- 1.17 no_grab
- 1.18 object_disappear
- 1.19 overgrowth_level
- 1.20 overgrowth_level_checkpoint
- 1.21 Particle Occluder Hotspot
- 1.22 portal
- 1.23 portal_manager
- 1.24 resetcharacter
- 1.25 resetlevel
- 1.26 respawn_at_checkpoint
- 1.27 soak_level
- 1.28 spike
- 1.29 start_dialogue
- 1.30 StartRace
- 1.31 tutorial
- 1.32 victorytrigger
- 1.33 water_bob
- 1.34 water_bob_fast
- 1.35 wet_cube
- 2 Deprecated and Component Hotspots
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
TODO: How does this work?
generic_kill
Kills any character that enters the hotspot.
Script Params
Parameter | Type | Description |
---|---|---|
KillNPC | bool | If checked, the hotspot is lethal to NPCs |
KillPlayer | bool | If checked, the hotspot is lethal to the player |
lava_kill
Ignites and instantly kills any character that comes into contact with the hotspot.
levelwin
Sends a global "levelwin" message when the player enters the hotspot.
Script Params
Parameter | Type | Description |
---|---|---|
branch | string | After the "levelwin" message, a space is added and then this string |
loadlevel
Loads a specified level when the player enters the hotspot.
Script Params
Parameter | Type | Description |
---|---|---|
Level to load | string | The path to the level you want to load, starting in ../Overgrowth/ |
lugaru_hawk
Adds a hawk that circles around the hotspot.
new_checkpoint
A checkpoint that's used together with the respawn_at_checkpoint hotspot. Entering this hotspot makes this the current checkpoint. When touching a respawn_at_checkpoint you get teleported to the center of the most recently touched new_checkpoint hotspot.
Script Params
Parameter | Type | Description |
---|---|---|
LastEnteredTime | int | A timestamp for when this was most recently touched, this is used to determine which new_checkpoint hotspot to respawn at when touching a respawn_at_checkpoint hotspot |
no_grab
Any ledge within this hotspot can't be grabbed. You would usually use the collision painting system to decide whether a ledge is grabbable, but if you want to for instance make a ledge in a prefab not grabbable you can't always do that, so you can then use this no_grab hotspot instead.
object_disappear
Deletes the specified object when the player enters the hotspot.
Note that this hotspot does not use the actual name of the object. You need to manually add a script parameter on the object you want to delete called "Name", and write the same name you specify in "Object name to dissapear" parameter in the hotspot.
Keep in mind that this hotspot actually deletes the objects from the level, as if you would have deleted them in the editor.
Script Params
Parameter | Type | Description |
---|---|---|
Object name to dissapear | string | Any object that has an added "Name" script parameter that is the same as the string in this parameter will be deleted |
overgrowth_level
The hotspot used in the Overgrowth story to set goals and/or layered music within a level. All the Information for this Hotspot can be found on the Checkpoints page.
TODO: Should another hotspot be used instead of this one?
TODO: These level messages are handled in this hotspot, need to explain what that means:
"reset" "level_event music_layer_override" "level_event crowd_override" "level_event set_camera_dof" "level_event character_knocked_out" "level_event character_died" "player_entered_checkpoint_fall_death" "player_entered_checkpoint"
overgrowth_level_checkpoint
The checkpoints used in the Overgrowth story to activate a "reach" goal. All the Information about this Hotspot can be found on the Checkpoints page. TODO: Should another hotspot be used instead of this one?
Particle Occluder Hotspot
Allows for particles to not have any effect in the area inside the hotspot.
It works by default with particles generated by the emitter hotspot (as an example), but to make it work for rain/snow/other gpu particles, go to editor mode, press "Y" and go to Custom Shaders, here write #GPU_PARTICLE_FIELD_OCCLUSION
portal
Allows for traveling bwtween levels. Requires a portal_manager hotspot to function properly.
You can specify a light that gets brighter as a character approaches the portal.
To be able to travel to this portal from another level you need to create a Load → Utility → Player Spawn object.
Script Params
Parameter | Type | Description |
---|---|---|
Level to load | string | The path to the level to load when entering this hotspot |
light_id | int | The ID of the dynamic_light_object that should get brighter when a character gets closer to the hotspot |
spawn_point | int | The ID of the Player Spawn object you want the player to spawn at when teleporting to this level |
portal_manager
Required when using the portal hotspot.
Script Params
Parameter | Type | Description |
---|---|---|
Level to load | int list | The IDs of all portals in the level |
resetcharacter
Resets any character that touches this hotspot to their spawn location.
resetlevel
Resets the level when the player touches it, as if you press L in the editor.
respawn_at_checkpoint
Used together with the new_checkpoint hotspot. When the player touches this hotspot they get teleported to the center of the most recently touched new_checkpoint.
soak_level
After the player enters the hotspot, a new level is loaded after a set amount of time.
Script Params
Parameter | Type | Description |
---|---|---|
next_level | string | The path to the level to load |
time_to_next_level | int | Number of seconds to wait before loading the next level |
spike
A spike that can impale characters.
start_dialogue
Allows for dialogues to be started in different ways when the player is in the hotspot. For more information about dialogues read the Dialogue article.
Script Params
Parameter | Type | Description |
---|---|---|
Automatic | bool | The dialogue starts automatically when the player enters the hotspot |
Color | RGB floats | TODO: What does this do? |
Dialogue | string | The name of the dialogue to start |
Fade | bool | Fade to black when starting the dialogue, to make transition less jarring |
Visible in game | bool | Keeps the signpost icon visible in the game |
StartRace
TODO: Does it not work like FinishRace ? Used to start a race similar to the one shown off in the video A Race Course In Overgrowth - Wolfire Games.
tutorial
Activates built-in tutorials when entered. Settings → Game → Tutorials needs to be on for the tutorials to trigger.
Script Params
Parameter | Type | Description |
---|---|---|
Type | string | Decides which tutorial to run, can be one of the following: stealth, basic, jump_climb, walljump, jump_higher, jump_long, combat, jumpkick, knife, throw, flip_roll |
victorytrigger
TODO: Is this still usable? If so, how is it used?
water_bob
Makes the specified objects move as if they are on water.
Script Params
Parameter | Type | Description |
---|---|---|
Objects | list of ints | The IDs of the objects that should be affected |
SavedTransform | Translation & rotation as floats | The original location of the objects |
rotation_scale | float | Multiplier of rotation |
time_scale | float | How fast the objects should move |
translation_scale | float | Multiplier of translation |
water_bob_fast
TODO: Is this simply a better optimized version of the "water_bob" hotspot?
wet_cube
A block of water with nice graphics that slows you down if you walk in it and drowns you if you're below the surface for too long.
Script Params
Parameter | Type | Description |
---|---|---|
Water Fog | float | How far down into the water you can see |
Wave Density | float | How zoomed in the waves should be |
Wave Height | float | How strong the waves should be |
Deprecated and Component Hotspots
These hotspots have either been replaced by a better alternative, have stopped working at some point during the development of the game, or can't be used on their own.
announce_items
Remnant from old tutorial level.
Checkpoint
No longer used, should use the new checkpoint system instead.
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. Used in the Video A Race Course In Overgrowth - Wolfire Games.
fixedragdollpart
Not used on its own, used in aschar for impaling.
kill
Deprecated, use the generic_kill or lava_kill hotspots instead.
lugaru_level
The level hotspot used in the official Lugaru story.
must_visit_trigger
Old unused challenge hotspot.
particle_foggy
This is actually not a hotspot, it just creates an emitter hotspot that's pre-configured as fog.
rain
Particle based rain, use the rain shaders instead.
spike_tip
Used by the spike hotspot.
snow
Particle based snow, use the snow shaders instead.
water
Deprecated, use wet_cube instead.