Zenix3D Enemy Types
You can edit the enemy type either from the
control panel (Tools...Enemy...) or by right clicking and
selecting Edit Enemy Type.

When multiple enemy objects are selected,
changing an attribute will affect all selected enemies.
Name: Allows you to quickly select a saved
enemy type. This is the same list as is displayed in the
control panel Draw box. The buttons to the right allow
you to save, rename, or delete enemy types from the list. Only
the most common enemy types should be saved. It is not
necessary to save all enemy types. In many cases (for example,
bosses) it will be easier to click an enemy you already have and
then change the attributes.
Mesh: Allows you to change the mesh
(graphics models) of the selected enemies. The buttons to the
right allow you to load, rename, or delete meshes. In addition
to meshes, bitmaps may also be loaded and used in the game.
At end of path: The enemy may disappear,
stay, float down, go to the squadron, or attack. Disappear is
normally used for enemies that are synchronized to music. Stay
is used when the user must destroy an object before continuing.
Float down is used for fuel bugs. Squadron is used when an
enemy will enter the squadron. Attack is used for bosses that
attack.
Orientation follows path: When checked,
the object will face in the direction that it is moving.
NOTE: In order for this to work properly, the mesh must be
loaded so that it faces to the right. When unchecked, the
object will always face in the same direction. The circle
below the check box allows you to change the object orientation.
Mesh Size: This slider allows you to
change the size of the mesh.
Can shoot: When checked, the object can
shoot. When unchecked, the object can not shoot.
Disable hit detection: When checked, the
object is like a ghost and can not be hit by anything. When
unchecked, the object can be hit by bullets and the player ship.
Hit by player ship: This defines the
action taken when the object is hit by the player ship.
Enemy: Big boom, big screen shake, lots of shield lost.
Disappear: The object disappears. No effect: The
object passes through the player ship as if nothing happened.
Bullet: Little boom, little screen shake, little shield lost.
Boss: Big boom, instant death. Bonus: Extra
shield and nice jingle. BonusBulletX3: Extra shield,
three bullets for 10 seconds, nice jingle. BonusBulletArmor:
Extra shield, armored bullets for 10 seconds, nice jingle.
Goto: The player is instantly transported to a new level.
Lock: When goto is selected (above), this
requires that the player has completed all the locked levels before
being allowed to transport to the new level.
Hit by player bullet: This defines the
action taken when a bullet hits an enemy ship. Hits: Number
of hits it takes to destroy an enemy. C: Current number
of hits (this is generally always set to zero). Solid
Color: The color of the object just before it is destroyed.
On die change to: This defines the action
taken when an enemy ship is destroyed. Die or spin off:
The enemy will either die instantly or spin off the screen.
Bosses are not allowed to ever spin off. Die: The enemy
will die. Never die: The enemy can never die (except
when hit by the player ship). Change to: The enemy
changes to a new type (this is how the enemy fuel bug changes to a
friendly fuel bug).
Bonus: Bonus score for killing the enemy
object.
On die cut path: Only applicable when
Change To (above) is selected. When checked, the currently
running path is cut and a new path will be created (enemy fuel bug
dies, the path is cut, and the new friendly fuel bug floats down).
When unchecked, the currently running path is continued by the new
enemy (killer2 dies, the path is not cut, and the new killer1 enemy
continues along the same path).
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