LBA1:Control modes

From LBA File Information
Revision as of 11:17, 22 May 2013 by Zink (talk | contribs) (Created page with "__NOTOC__ Control mode is a parameter of each Actor, that defines its movement principle. === 0. No move === The Actor's Track Script is stopped. Track Script execution may b...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Control mode is a parameter of each Actor, that defines its movement principle.

0. No move[edit]

The Actor's Track Script is stopped. Track Script execution may be started with Life Script of the Actor or other Actors (with SET_TRACK(_OBJ) command). This mode does not mean the Actor will literally not move, but rather that it's Track Script (also called Move Script) is initially stopped. The Actor may move if it is assigned a moving animation.

1. Manual[edit]

The Actor is controlled by the player. This works well only for the Hero Actor in general. To use it for other Actors they would have to have necessary animations that would be also correctly indexed. The primary purpose for this mode is to re-enable player's control over the Hero after it has been disabled for some reasons.

2. Follow[edit]

Requires target Actor index in the next parameter.

The Actor tries to move towards the target Actor. This only means that it will always face in its direction (as fast as the Rotation delay property allows). To make it really follow anything it must be assigned a moving Animation first, and the Actor will not stop by itself after reaching the target. To make a real following, the Actor's animation must be changed for example to standing animation when the Actor is near the target, and changed back to a moving animation when it's far from it. The Follow mode handles only the facing angle.

3. Track[edit]

The Actor's Track Script is run from the first command, and when it reaches END or STOP it starts over again.

4. Follow 2[edit]

Unknown, not used.

5. Track attack[edit]

Unknown, nut used.

6. Follow XZ[edit]

Requires target Actor index in the next parameter.

This mode is used to make an Actor follow specified Actor's X and Z (horizontal) coordinates. This is mainly used for Sprite Actors to be always above other Sprite Actors (like platforms). Unlike the Follow mode, this mode sets the Actor's position. If the Actor is a Sprite Actor, its speed is not taken into consideration in this mode.

7. Random[edit]

Makes the Actor walk and turn by random angles and at random moments. In original game it is only used for Nitro-Mecha-Penguins, but it can be used for any 3-D Actor that has standing and walking animation (with virtual indexes 0 and 1 respectively). This mode requires the Randomize interval (Info1) property to be less or equal to 117, otherwise the Actor will just walk without turning. Exact meaning of the property is not known.


Information provided by: alexfont and Zink