Home
Silent Walk FPS Creator 2 User's Manual
Contents
1. PROPERTIES Change these registers and triggers when picked or destroyed You can change the values of some registers when the object is picked up or destroyed by the player Enter the identifier of the register and a value which will be added to the register To decrease the value of a register enter a negative number Activate these triggers It is also possible to activate five different triggers when player picks up or destroys this object Enter an existing trigger number in each field 44 Animation tab General Pick Destroy Triggers Animation Explosion Length ce Cancel PROPERTIES Type Each object can be animated To do this you need to define the start and the end position and Silent Walk will calculate the in between frames When the animation is played and the last frame is reached in the sequence you can define how to continue the animation 1 Loop start from the first frame again 2 Ping pong reverse animation Length You can define how many frames should be used to create the animation sequence Higher value means longer animation 45 Explosion tab General Pick Destroy Triggers Animation Explosion Image sequence Sound none A S E Cancel PROPERTIES Image sequence If the object is set to Destroyable and the player destroys it you can display an explosion animation sequence Select an animation from the combo box Sound You can also play a sound when the obj
2. This is a static element General a Collision Ignore lights Cancel PROPERTIES Collision You can uncheck this checkbox so player will not collide with this object in the game This allows you to place design elements without collision Ignore lights If it is checked this object will be visible on a dark level There won t be any light effects on this element Tip To create a ramp select the rotation icon from the right panel and press the PageUp PageDown keys 29 Ceiling This is a static element General a Collision Ignore lights Cancel PROPERTIES Collision You can uncheck this checkbox so player will not collide with this object in the game This allows you to place design elements without collision Ignore lights If it is checked this object will be visible on a dark level There won t be any light effects on this element 30 Wall This is a static element General a Collision Ignore lights Cancel PROPERTIES Collision You can uncheck this checkbox so player will not collide with this object in the game This allows you to place design elements without collision Ignore lights If it is checked this object will be visible on a dark level There won t be any light effects on this element 31 Light You can place up to 8 lights in a level Each light can have different colour and light range General Color RGB Blink effect dela
3. Enter the top left coordinate of the movie window and the width and height of it OR image Optionally you can display an image when the level starts This image can for example display information about the next level or instructions Select an image from the combo box 71 HUD settings Image tab Image Health Wea Ammo Display this image ans Position 3 1 o Mo Cancel PROPERTIES Display this image You can draw an image on the screen which will be shown during game play The black color parts RGB 0 0 0 of the image will be totally transparent Position X Y Enter the position of the text on the screen 12 Health tab Image Health wea Amma m Display players health Position x o Font name Font size Bald Font color RGB Cancel PROPERTIES Display player s health Check this checkbox if you want to display the player s health on the screen Position X Y Enter the position of the text on the screen Font name size bold color To display the text you can define which font should be used You can also define other font properties like size color and bold style 73 Weapon tab Image Health Sapori Ammo m Display weapon name Font size Bold Font color RGB PROPERTIES Display weapon name Check this checkbox if you want to display the name of the currently used weapon on the screen Position X Y Enter the position of the text on the sc
4. HUD settings You can configure the player s HUD See below Edit mode icons Door frame selector icon When you place a door element it is in CLOSED state To edit its OPEN state you need to select the open mode icon In the final game Silent Walk will create a smooth animation from the closed state to the open state Normal destroyed texture selector icon When you are applying textures on objects you apply them on the NORMAL state of the object lt means that objects can be set as they can be destroyed When an object is set to DESTROYABLE you can set a different image to the destroyed appearance So you can change to destroyed look and the selected texture will change the destroyed texture instead of the normal look Weapon HUD frame selector When a player holds a weapon in hands it can be visible on the HUD Also when there is an action with the weapon shoot or attack the weapon can be animated See below Object frame icon When you place a general object element it shows the first frame of its animation If you want to edit the last frame switch to show last frame by clicking on this icon Lights on off icon Click on this icon to test how your game will look like with lights 16 Modifier icons Move Scale Rotate Change transparency Change light range When an object is selected you can change its visual properties by selecting a modifier and pressing the cursor keys or the Pag
5. x1 something y2 something 76 Then place your mouse on the bottom right corner of the first button and write down these two values as well x2 something y2 something start game x2 Ve A instructions credits nit Do the same process with all of your buttons At the end you should have four pairs of values Button 1 x1 value y1 value x2 value y2 value Button 2 x1 value y1 value x2 value y2 value Button 3 x1 value y1 value x2 value y2 value Button 4 x1 value y1 value x2 value y2 value Next open Silent Walk and use the project details form where you can define these buttons Select the background image as the title image and then go to the menu tabs Mormal image Mouseover image Position WY Position isi Y Clickable area x1 1 x2 2 ne Oc Ee _ E E Action when button is pressed Show an image Flay music Start the game Quit game sc E Each tab has a clickable area input where you can enter the previously written x1 y1 x2 y2 values Clickable area x1 41 x2 42 You do not need to specify any mouse event graphics Normal image Mouseover image since your background image already contains the virtual buttons You can however set the action for each button T1 Action when button is pressed Show an image Play music Stark the game Quit game Start the game display another screen quit from the game TDL A If you want the bu
6. 66 Mouseover Image POSION sica ias 66 EUckaDlS asc salian 66 ACTION WINEM Dressed ss ria iio 66 LEVEE DEA ES aida 67 General tab uste oia E dios 67 A E tiesto tes atos toss T ites hasten eae Noe Mace T E come T E TA T 67 Back round MUSIC SS SSA 67 Backor ona color RGB iaa iS 67 AmbIent UISAU COLOR RGB AA 67 Font name size color RGB bold italic 20 cece cee cece ect e cee ceeceeceecevceccevees 67 ins 68 AR A A Y 68 Made sarita 68 AMIA Ai 68 Ks V MOVNO A abe ais ote naan O ter mucen tami aon the tas 68 POS o la dl 69 PO e edad 69 COLO ROBA SES 69 Range UPON CO aari in E da 69 Water taD nido 70 Watson ETER AA VEEL mee ete tena E E A sed 70 NNO OR E o E TEE E E oes EE E a ore EEE E EEE tee ie O 70 UZ AA PEO EEAS E E A Me A A TAE E EE ae A T sees 70 710 2 UE raro A AA E A ER E A E A 70 ODAC Y aeee E E A E E E EAER 70 Video A O N N 71 Play a A II aa a a e aaa a a a a a 71 Fullscreen or position dimension ssssssesesesoecesescesescseceseeososeceecoeoeeceosececeoeeceoeo 71 OF WMG e ns SA A as 71 HUD SETTINGS sidad ia 72 imace e O 72 Display CNIS IMa a A A ias 72 POSION OVN eE aia 72 ese sar sy brarata seoserouncasars A O 73 Display Players NEALE cascscetenandcosinendueetomarceesneantumatomendtesincacuentomaed Ea Ee 73 POSICION AK Ny rd 73 Fon tname S Ze OU CO Oda cdas 73 Weapon taD AA tenascin a hale a a ates eras caine ce naaies ioe iieee ce ecaemene 74 Display Weapon NaMe ata ANNA NANA 74 POSO Ae 74 Font na
7. Action when button is pressed Show an image Play music 65 PROPERTIES Normal image position This is the actual image of the button This image is displayed at the given position when the mouse pointer is not within the clickable area Mouseover image position This image is displayed at the given position when the mouse pointer is within the clickable area Clickable area This is a rectangle on the screen from x1 y1 top left to x2 y2 bottom right The button can be pressed when the mouse pointer is within this area Note that the clickable area can be different from the actual size of the button This allows you to define smaller or larger area than the button image size Action when pressed You can set an action 1 2 or 3 when the button is pressed 1 Start the game If this box is checked the start level will be loaded and player can start the game 2 Quit game If this box is checked the game will end immediately and closes the application when the button is pressed 3 Show and image and play music An image will be displayed in a new screen when the button is pressed This image can contain texts or smaller sub images so this can emulate a Credits or Instructions page for example Optionally you can select different background music for this image If no music is selected the title music is played 66 Level details Each level can have its own properties like background music leve
8. BUNKEILCCC dela recrea a E EE E EE 32 Available or listen to this trigger sssssessssescsesesescsescseecesescoeeesceecesesoserseeceeeseeeeo 32 DOOR cosir a O E asco 33 Genera ab TET E A T 33 Available or listen to this trigger sssssessesescseseseecsescseecesescoeeeseecesesoseeseeceeeseeeeo 33 A E eel E EE EEEE ne eee 33 Sensor distance open close sssesseseseseecssescsecesescoeoeecsecesesosoceeeceorecseceeeeceoeeeee 34 A E E OA 34 AOM UIC A iD 34 SOUNG WHEMMOD ENING ana ais 34 Animation ENSEN ss A ited shoe lesecea ited nies 34 Close taba aos 35 Sound when OPeNiNg9 ooooccooccconccconcccconoccoooccooro cono r corro ron E EE EE 35 AMMAM ENOT es 35 ACTOR aaa A 36 General taD senaera NN o 36 Don tattack the Dl Ves rasa ata 36 SOUNG WHEN 1G a AAN 36 SEA TW Dla CO PP RARE E 37 WOW SOS rana 37 NOFS Montse us iaa 37 ATTACK TD os 37 TS actor has UN noe 37 ACCAC V ae E ou hea E T NT N Sete ooeeeuen eee 37 Damase tor pla essa nda 38 A 38 ACON SOUNG trailers asas 38 DOW UCU to the ple a das 38 SNOW DIOOG WIEN NU acta ias 38 A A we verve a siete ewes EEE id been wes eae ue aves 38 EXC EC motion tam essa 39 o o A ecu suet adesiineoe comune adeuiencounwosneneds 39 TRISTES CAD wesc hc ceteiacces cee scces cat hc ces ouseens a a a aa 39 Activate this trigger when actor iS attacked cece cece ccc cece eneeceececeesceeeeceeeeees 39 Activate this trigger when actor iS dead cece cee ccc cecccceesc
9. Collision You can uncheck this checkbox so player will not collide with this object in the game This allows you to place design elements without collision Heightmap image Select an image from the combo box This image will be used to generate the terrain Detail You can set the number of polygons to generate the terrain Higher value means smoother terrain but high polygons can easily break down the speed of the game especially on older machines Shading Enables or disables terrain shading Ignore lights If it is checked this object will be visible on a dark level There won t be any light effects on this element 57 Register value If you need to store different variables during your game for example gold money water etc you can define different registers where you can store the values of these elements Registers then can be displayed on the HUD in different formats General Index of register Position on screen gsi Y Font name Bold Italic Font size Font color RGB Cancel PROPERTIES Index of register This is an identifier of the register Enter a value between 1 and 255 Position on screen X Y You can define where to display the value of this register on the screen at XY coordinate Font name size color bold italic To display the text you can define which font should be used You can also define other font properties like size color and bold and italic styles 58 V
10. in the TRIGGER section Destination tab Genera Pestination Biden continue on level O O Position xv o CO Mo Direction Do Cancel 25 PROPERTIES Continue on level This is the level where the player continues the game You can select a previously saved level from the combo box Position You also need to set the coordinates of the new position This allows you to arrive at any point on the new level even in the air Direction You can set the direction where the player will face when arriving on the new level Video tab General Destination video A E a Fullscreen OR position Ary o Do Dimension idth Height 600 Cancel PROPERTIES Play this video You can play a movie file before you actually continue on the next level This allows you to insert in game movies Select a movie file from the combo box Fullscreen or position dimension If you selected a movie file from the video combo box you can define if it should be played in full screen mode or using a specified position and dimension Check the Fullscreen checkbox if you want to play the video in full screen mode When this checkbox is unchecked enter the position of the top left corner of the video window relative to the screen Also enter the video window width and height This allows you for example to play the movie file in a half size window 26 Teleport The teleport instantly moves the player to a dif
11. on a dark level There won t be any light effects on this element 53 Column This is a static element General E Collision Ignore lights Cancel PROPERTIES Collision You can uncheck this checkbox so player will not collide with this object in the game This allows you to place design elements without collision Ignore lights If it is checked this object will be visible on a dark level There won t be any light effects on this element 54 Sphere This is a static element General E Collision Ignore lights Cancel PROPERTIES Collision You can uncheck this checkbox so player will not collide with this object in the game This allows you to place design elements without collision Ignore lights If it is checked this object will be visible on a dark level There won t be any light effects on this element 55 Cone This is a static element General E Collision Ignore lights Cancel PROPERTIES Collision You can uncheck this checkbox so player will not collide with this object in the game This allows you to place design elements without collision Ignore lights If it is checked this object will be visible on a dark level There won t be any light effects on this element 56 Terrain Terrains are generated from a single greyscale image General m Collision A E Detail 2000 me Shading Ignore lights Cancel PROPERTIES
12. trigger You can set a door as unavailable so player needs to activate a trigger elsewhere in the level Enter an existing trigger number Please see details in the TRIGGER section Ignore lights If it is checked this object will be visible on a dark level There will not be any light effects on this element 33 Sensor distance open close Automatic doors detect the movement of the player If player is closer than the open value the door will open If player is further from the door than the close value the door will close Open tab Open Close General Autormatic SN A E Animation length Cancel PROPERTIES Automatic Check this checkbox if you want the door to open and close automatically according to the movement of the player Sound when opening Select a sound from the combo box This sound will be played each time the door is opening The sound will be played even the door is auto or manually opened Animation length Set the number of frames used for creating the opening sequence of the door s movement Higher value means longer animation 34 Close tab General Open Sound when closing Animation length Cancel PROPERTIES Sound when closing Select a sound from the combo box This sound will be played each time the door is closing The sound will be played even the door is auto or manually closed Animation length Set the number of frames used for creatin
13. use the plus or minus keys Building the game area It is easy to create your game area Just like in real life you place some elements like floors walls lights and some objects You can use different images for covering your elements This is called texturing In Silent Walk you can use hundreds of images to cover your elements So when you want to place a floor you select an image from the texture list and you start placing floors or any other element on the game area lf you want to use another texture just select another one from the list and continue your work Later you can also change the textures on the elements if you want 18 Icon toolbar ff Teen oe eee oe OP ee To place an element you have to select its icon from the top toolbar The following icons are available Select icon Many times you do not want to place a new element only change properties of existing ones In select mode click on elements to selected or unselect them When an element is selected you can modify it The following properties can be changed Texture cover the element with a new texture Model use a 3D model as the element Position place the element anywhere in the 3D space Size resize the element in any direction Angle rotate the element in any direction Opacity set the transparency of the element Light range set the light range of a light Not all properties are available for all elements For example light range
14. A I Mia srepccens pcsesascin E ane casts sie ara dete oie ane ciate miaiecaia cneiova sie ait itaneie ge cnet nee eis etimaie ge cuieneies 23 FAN A a a tias cca otuselou sleds cee aa cers acou sear non a nw nieseeat 23 Max E A o tes tousadebisuss fostowewdebneens Cost cousdobeteerseetevsecomacueteds 23 Camera CUDDING AAA AA SO 23 CONTO TADA al 24 ACON La Dai SAA O 24 Reset NEALE to this Valles css 24 REMOVE WeaPON Sai AAA Mascaws 24 Ma icons 25 General taba E E 25 Available or sten TO CNIS Ii Aa 25 Destination Tab AA IA AAA ETONE AAA 25 COMUMUC ON te Vela A A ASAS 26 POSICION a dt ts tia a edad les ei 26 A n aces ten sewntie aie acres seecee one eca eset nena acca cee aeeeeeans 26 Vid o TaD sonssassceseessedes sesaccoscaaseses ENEE E Oa 26 PLAY ESOO ad 26 Fullscreen or position dimension oooooocccooocccnocccnoccconoc cono c crono rro roo raro c crono rra no sos 26 TELEPORT sra tao 27 General tasas 27 ANAIS oa 27 Sanciones 27 E A O NA 27 ACCION taba ida 28 POELO AY Lacio 28 Activate this EFISSEN erospen e enbi eset OA A AN 28 SCCA Ea ad EE S 28 Play a video or play a SOU da as 28 F ltscreen or Posicion CIMMETISI OM seess preerie eae pina EEEE EEEE E 28 PEOR nas 29 WTS HO Mata cra O 29 enore Menta A 29 CEILING road R E 30 A teas tects aise nes siamese ete cies se ae ems nee we O N ees 30 ROTE SN NN a 30 WALL nado naaa 31 COLAS Oir ici 31 NOF NONU occiso 31 LIOR T sea eA E a T E A E pee ecnes 32 COLOIIRGD rca in 32
15. E eae ten nea E 58 Font Names Sizes COlOr DOL Italia tasa is EEE O E EEE 58 VEGETA MON iia iodo 59 ONOS O a E E EEE E EEEE E 59 PROJECT IDETA Scotia n a a a arai 60 General taD orasi oan ae a AS A as 60 Game titles tasas 60 A A OS ERRE R O 60 RUI WINGO dsd 60 Quit game Dy NINS ESC Key idad dea 60 Starter a 60 MOUSE POINTS Psic at 60 Sounds CAD ni id 61 MOUSCOVEESOUNA airada 61 CICK SOUNG 1 AAA AAA AAA AAA 61 PICK WEA POMNSOUN A si 61 Player UFC SOU dd aa 61 Player JUMP SOUNG as 61 Player change Weapon SONO ide 61 Tte tara es sc cases anseces cascades sascucas E E EE seas cee E E 62 VOCO stas ios 62 Mises tito al 62 NUCA deseas E 62 As O 62 POTTS AA AAA AAA AS 62 Gameover Tai AAA AA EEA EEOC 63 VICO A NDS 63 MATO adas 63 IWS G aun nnee atuaee Sew se T aeeuaeaua te aacmeesaee 63 Al A A A AN 63 ROSTOV SN io 63 NICO AD aaa 64 A A E O 64 Mita ce oan eee eva meee oa eS ias 64 MUSIC ERAS ARAS AA ASIA AAA IAS a aaa EE EE 64 A on O wats 64 ONE tacaseeisacenueap nce siebusaiwcsdncantbems 64 Loadino A O wee ain nelle Wea le Raw Aa a ES 65 Image wnile loadihg DOSILION cies wesc beens ee cieoas en Soon ecastccaseccsecnsewstccasecsswensewecccasaes 65 Text while loading font color name size bold italic cece cece cece eee eeeeceeees 65 Show loading bar bar color position dimension cc cece cc ceeccceececeeesceeeeeceeeecees 65 Men 17 5 4 FADS A AR 65 Normal imade DOSILION e2scccessi2c cence locensete acid
16. Silent Walk FPS Creator 2 User s Manual 29 May 2008 Table of contents GENERAL OVER VIE Wisstia eneeier Ea E EEE EEE 10 STARTING THE PROGRAM canada 11 TPAC EDITOR ias iaa oda os 12 NEWTCON dis 14 INN E da o ere en do ie 14 Save TO coa 14 EXPONE iO UA 14 TEXTURE PREVIEW IMPORTER AND SELECTOR cccccccccccccccceccs 14 Texture DIOVIEW nan A E A A ATA 14 MODEL PREVIEW AND SELECTOR oooooocccccccccccccccccccocococonococococonoso 15 ADVANCED SETTINGS BUTTONS aiii 16 Project detal ei iaa 16 Level detalla 16 HUD SELUINGS sis 16 EDIT MODE ICONS ai 16 DOOr frame selector ICON a ai di NASA 16 Normal destroyed texture selector CON seseseseceesececececeesececececeecececececcececececeeo 16 Weapon HUD frame Selector asp RA AAA AAA AAA 16 Object frame COM A NS 16 Laht on LO ICON raices 16 MODIFERICON Sosa da 17 MOVING AROUND IN THE EDITOR oocooocccccccccccccccccccocccconccoconcooooo 17 ROtating the Camera iia SAS SAA AS AS A AAA 17 Lift up or False camera altitude said 17 MOVINS arouna the camera iii R 17 BUILDING THE GAME AREA cccccccccccsccccscccccccccccccccsceccsceccsces 18 CON TOOLBAR so po Ne osa aducds 19 O OND EAS WA OEE 19 PROPERTY FORMS aras 20 PATH FOR ACTO Scsi cidos 20 WEAPON ON HUD aran 21 DUPLICATING AN ELEMEN Tissot ads 21 WORKING WITH GAME ELEMENTS ccccccccccccccccccccccceccescescescces 22 START AAA 22 General tabi ieee OREM ein 23 Walk Speed asirio 23 A RR 23
17. be set as destroyable so player can destroy them You can animate the object by setting the first and the last animation frame in a different position or direction You can also set the animation length General tab General Pick Destro y Trig gers Animation Ex plosio M m Collision Ignore lights Cancel PROPERTIES Collision You can uncheck this checkbox so player will not collide with this object in the game This allows you to place design elements without collision Sound You can select a sound from the combo box which will be used as the object s standing sound Ignore lights If it is checked this object will be visible on a dark level There won t be any light effects on this element 41 Pick tab General Pick Destroy Triggers Animation Explosion Pickable Incrase player s health by ca o o Increase arma by Category of ammo Cancel PROPERTIES Pickable Check this checkbox if player can touch and pick up this object This allows you to create med kits ammos or different power ups Increase player s health by Once this object is pickable and player picks this object it is possible to increase the player s health by this amount This allows you to create med kits Pick sound Once this object is pickable this sound will be played when player picks up this object Select a sound from the combo box Increase ammo by Once this object is pickable and player picks thi
18. can only be changed on a light source but opacity is not available on lights When elements are selected you also need to specify which property you want to change On the bottom right panel you can choose by clicking on one of the icons Use the cursor keys to modify the properties of the selected elements Since we are in a 3D space you might want to change the property in the 3rd dimension so you can use the PageUp PageDown keys as well 19 Property forms Some of the properties are numeric or text values so you need to change them by entering a different value You can bring up the property form of an element by holding down the E key and clicking on the element When the form is displayed you can change or set different properties and you can apply them by clicking on the OK button Close the form without applying by pressing the CANCEL button There are other actions which can be reached through the select icon One of them is creating a path for actors On the final game the actor will follow this path You can also set up how a weapon will look like in your HUD See below Path for actors To start adding a walk path to an actor hold down the P key and click on the actor This will start the path creation process so you can place path points which are the points of the walk path Click on the select icon again when your path is ready You can select and modify each path point If you want to change the whole pat
19. eUp PageDown keys Cursor keys affect changes on the horizontal X Z axis left right forward backward and PageUp PageDown keys affect changes on the vertical Y axis up down Obviously the opacity and light range properties have no axis so only cursor keys are available for these operations To select a modifier click on it with the left mouse button or alternatively you can switch between the icons using the TAB key Moving around in the editor The game area editor displays the levels in the same way they will appear in the final game The camera is in free mode so you can fly and move around and you can see each part of the level The following mouse events and movements are available Rotating the camera Hold down the RIGHT button and move you mouse Lift up or raise camera altitude Turn your mouse wheels forward or backward If you don t have a mouse 6 9 wheel you can also use the or keys Moving around the camera Use the WASD keys to move around 17 The editor grid The editor grid helps you to place your elements in a level This is a semi transparent infinite flat surface Elements are placed on this grid If you are building a multi floor level you need to lift it up or raise it To move the grid up or down you need to hold down the SHIFT key and turn your MOUSE WHEEL forward or backward The grid will be lifted or raised If you don t have a mouse wheel you can also
20. ect explodes Select a sound from the combo box 46 Trigger Triggers can control the interaction between elements in the level They are invisible boxes When you place a trigger you have to set its state which can be off or on like a switch Triggers are normally placed with OFF state During the game player touches a trigger Meanwhile another element for example a light is listening if this trigger is OFF or ON If the light is set up correctly it will not be turned on if the trigger is OFF So the light listens to the trigger Once the trigger is touched by the player it switches to ON state The light knows about it and turns on To identify which trigger controls which element you need to put a number on each trigger So in this example you place a trigger and name it trigger 37 You also place a light and set it to unavailable and set its listener to 37 That s all You can also set up trigger controlled actors teleports exits and doors General tab General activation Video Trigger number e Available OR listen to this trigger e Player touches ts Cancel PROPERTIES Trigger number Each trigger has a unique identifier which can be used in different events during game play Enter a value between 1 and 255 Available or listen to this trigger Just like doors teleports and exits triggers also can be set as available or not available If a trigger is not available it mean
21. eeneeceeeeceeeeceeneeeeaeees 39 DOM AAA 40 Display this text on the screen when actor dies ccc cee eccceeccceeccceececeeesceensceeeeees 40 Change the values of these registers register number value added ooooooooo 40 OBJEC RAR 41 General labra oidos 41 COMO AS AA AAA A AAA ASAS AAA AA 41 SOU o PL case PEE seconds nea E ES TE esi EE sass EET EE EEEE ES ead 41 E A ve daveeusosewac E E E TE E E I A T 41 PICK taD si SA ASAS AS AE AAA A 42 O AO RO RO 42 Increase player S CALA DVRS AAA AAA 42 PICK SOUNG si cacaos 42 NEFSASE AMINO DY ri AAA NANA 42 Categor Ol MO rota 42 Destroy CAD iii AS A AS 43 DestroVaDlS sol NA S AA A S AAA A ES Seten ees aoe 43 o ORO 43 ACCION WHEN destroyed iS EAS AE AS AAA 43 TITS CAD sa 44 Change these registers and triggers when picked or destroyed o oooocccoooccorommmmommmo 44 Activate these OS SENS 44 Animation CAD AAA AA EE LARA EA AAA 45 A tednaesienesmarsmncdanedns cde seum node E E EA EEEE E ETE 45 NORIO EI E IA 45 EXPLOSION ta Diener A is 46 Mage SCSI CS nda ia 46 SOUN se E oo clote ute onsen cietetetlute EE E E E E 46 TRIGGER ni T aiaeas 47 Generalitat decia ud ieee 47 SS A A 47 Available or listen to this trigger oooooooocrooccccrocccnacccnoc crono crono crono crono oca no cos 47 MOGE Of acacia 47 I CUIV AION CD a ccoo 48 a A N N es Ons 48 Display a text onthe Screen id 48 VIdCO Taba 48 Play UNIS VICO EAS SAA ASAS AAA A 48 Fullscreen or posit
22. egetation You can place 2D images which always face the player so this element is good for simulating grass trees and different green vegetation General Ignore lights Cancel PROPERTIES Ignore lights If it is checked this object will be visible on a dark level There won t be any light effects on this element 59 Project details There are some properties which must be set properly for you to be able to run the game Some property fields however may be left blank General tab General Sounds Title Gameover Victory Loading Menui Menu2 Menu3 Menu4 swede OOOO creen size Citidth Height 600 Run in window mode m Quit game by hitting the ESC key Cancel PROPERTIES Game title This is the actual title of your game displayed in the window caption Screen size You can set the width and height of the screen Run in window If you want to run the game in window mode instead of full screen check this box Quit game by hitting ESC key Check this box if you want to enable players to exit from the game by pressing the ESC key instead of using the Exit menu from the title screen Start level Each game needs to have a level where the player starts the game You need to have at least one saved level to select a level name Mouse pointer Select an image which represents the mouse pointer on the title screen 60 Sounds tab A Title Gameover Victory Loading Menu i Me
23. f your 3D model already has these sequences Motion from to Enter the frame numbers which defines the animation sequence Triggers tab General Attack Animations Magers Dead Activate this trigger when actor is attacked Activate this trigger when actor is dead Cancel PROPERTIES Activate this trigger when actor is attacked A trigger can be activated when the player attacks this actor The trigger is activated when the actor gets the first hit Enter an existing trigger number Activate this trigger when actor is dead A trigger can be activated when the player kills this actor The trigger is activated when the actor dies Enter an existing trigger number 39 Dead tab General Attack Animations Triggers Dead Display this text on the screen when actor dies Change the values of these registers Register number Value added PROPERTIES Display this text on the screen when actor dies You can display a text on the screen for a few seconds when this actor dies Type some text Change the values of these registers register number value added You can change the value of some registers when this actor dies Enter the register id and the value which will be added to the specified register 40 Object There are different uses of the general object element It can be a single Static model but also it can be a health pack or ammo which can be picked up by the player Also objects can
24. ferent position within the level General tab General Action e Available TF not available listen to this trigger Ignore lights Cancel PROPERTIES Available Similar to the exit point it can be set to available or unavailable Enter an existing trigger number See details in the TRIGGER section Standing sound Teleports can emit sound when they are not in use Select a sound from the combo box Ignore lights If it is checked this object will be visible on a dark level and there won t be any light effects on this element 27 Action tab General ction Activate this trigger E Fullscreen OR position ary o CN Dimension vvidth Height 600 Cancel PROPERTIES Port to XYZ This is the XYZ coordinate where the player will be teleported touching this teleport Activate this trigger When player uses this teleport a trigger can be activated Enter an existing trigger number Screen text You can display a text on the screen when the player uses this teleport Enter some text Play a video or play a sound You can play a movie file or a sound when player uses this teleport Select a movie file or a sound from the combo box Fullscreen or position dimension lf a movie file is selected you can define if it should be played in full screen mode or using a specific dimension Enter the top left coordinates of the movie window and also the width and height of it 28 Floor
25. g the closing sequence of the door movement Higher value means longer animation 35 Actor Actors are interactive elements in the level Actors can be enemies or friends An enemy actor can have a weapon so it tries to hurt the player Also the enemy can be like a monster so it has no weapon but the player gets hurt every time the actor touches him You can place an actor by selecting the actor icon and select a 3D model from the model list on the right panel General tab General Attack Animations Triggers Dead Dont attack the player Sound when idle Po i Stay in place Walk speed Ignore lights Cancel PROPERTIES Don t attack the player Check this checkbox if you do not want this actor to attack the player in the game It allows you to create non armed people or creatures Sound when idle Each actor can have its own sound which is played when the actor is idle Select a sound from the combo box 36 Stay in place Check this checkbox if you do not want this actor to follow the player This allows you for example to create a turret gun Walk speed This is the speed of the actor in the game Higher value means higher speed Ignore lights If it is checked this object will be visible on a dark level There won t be any light effects on this element Attack tab General Attack animations Triggers Dead m This actor has a gun Accuracy Damage For player Strength Don t turn to
26. h you can create a new path by repeating the process again P click on the actor 20 Weapon on HUD In the final game the player can pick up different weapons These weapons can be placed on the HUD as they were hold by the player Hold down the H key and click on one of the weapons This will temporarily connect the weapon to the camera so you can set the weapon as you want The weapon is an animated element When you shoot a bullet or use your axe the weapon will move in your hands This movement can also be defined by setting up the start and end position of the weapon Silent Walk will generate the in between positions so it will create a small animation sequence When you are editing your weapon you can select which frame start or end you want to edit On the right panel there is a weapon frame icon so you can select the first or the last frame Select the first frame and edit your weapon then select the last frame and edit your weapon at a different position When you are happy with the result press the J key to release the weapon from the camera The weapon will be placed on the ground to its original position Please note that the weapon position on the grid is different from the position of the player s HUD Duplicating an element Many times you will want to create a copy of an existing element Hold down the C key and click on the element This will create a new element with the same settings 21 W
27. ing on the U or V scale arrows You will have clearer and more realistic textures however you need perfectly seamless textures for this operation For fast paced games it is recommended to use 64x64 pixel textures However for perfect results you may want to use 512x512 pixel textures but note that these require more memory and faster processor Sides of textures may be of unequal length as well e g 64x20 512x50 etc Model preview and selector The model preview shows all available models in the elements models folder You can place your models in this directory You do not have to import the models Once they are in the models folder they are ready to be used Models are important when you place one of the following elements Actor Object Teleport Weapon These elements do not use any build in models you have to define them yourself For example when you want to place an actor select a model from the model preview and click on the editor grid This tells Silent Walk which model represents the actor It is the same for teleport weapon or general object elements They all use external models If you want to change the model on an existing element press the APPLY button so it will be changed to the currently selected model 15 Advanced settings buttons Project details You can configure the details of the project See below Level details You can configure the details of the current level See below
28. ion dimension ccccceecccceccceeecccenecceeesceeeeeeeeeeceesseeeeseeseeees 48 WENRON riada 49 General tabescere ET E T a T 49 SENNA aine E E E E E E E E E EE 49 Cate dao se 49 FULD AAS Ss DOSILION Nasca 49 STO FH SIGS AP A te occicecs EEE EEE eee 49 Atac k CAD iat snes senna ees E 50 Attack animation length Pull back animation length ccc cece cence cece ceeeeeeeeeees 50 ATLAS OUNAE 50 GUN taba an 50 RR OE 50 TOOMWAV AWAD Cicer ccanie A AS EA dc maui A AS a 50 CROSS A RN 50 AM oa 51 Max AMMO ica 51 SOUNC WHEN NO cal NINO errada ae des 91 AUtomatic SUN Pee sad dias 51 Melee taD iaa 51 MELES Wear EOS e E E EA 51 Effects AD AAA AS 51 Elash Colon OB a AAA 92 A nce E 52 BUSTOS TIN ASC IA A AA A densest sednaeuieade 52 DON oro tao 93 COSIO sto aads 93 SOS MS tool teatre illo 93 COEN Noceda conan 94 COSIO ee air uaES 94 ONO LESSING aaa usa 94 SPRAERE aaa ita 9 COM OM ins 55 HF PT e PPPoE RO 55 CONE tua O T sa eiaaeas 56 COWS LOM a Sakis ue tee eee caer Ge a Wisk Wasa ea cae ore E cata acne ee camer elaeeeeua es 56 SOS MON ES a Sas 56 TERRAIN isis 57 CONSON ecserin nenn EEEE TETEE ETO E EENE ETETE 97 HeiehtMaD IMITAN 97 DLEE i E E E ites E esa ag tase E E ase E saad T AS T A EEE 57 DNE POE O NOT 97 ONO AA cia were tors debairnetes tevagteacie neta Morante siewetebne ones 97 REGISTER VALUO Exsarranasdascadaici as seeosess 58 HdE LOr resistencia ii E Ras 58 POSION ONS Cren OSY rierren E E
29. l title background color etc General tab Genera 5 ky Fo q water ij y en reo i Background music AAN sl Background color RGB mo mo oo Ambient light color RSB Do Do a Font name Font size Font color RGB Bold Italic Cancel PROPERTIES Title Each level can have its own title which is displayed for a few second on the screen when the level starts Enter some text Background music This music will be played in the background when the level starts Select a music file from the combo box Background color RGB This is the color of the space around the level You can emulate a blue sky by entering the blue RGB value e g 210 210 247 Ambient light color RGB You can set a constant light on the level so it will be used even if you do not place any light source Enter a valid RGB value Font name size color RGB bold italic To display the text you can define which font should be used You can also define other font properties like size color and bold and italic styles 67 Sky tab General 7 Fog water video Sky Image Altitude s moving speed Z moving speed Cancel PROPERTIES Sky Check this checkbox if you want to use a sky and clouds Image Select an image from the combo box which will be used as the sky texture Altitude Enter the altitude of the sky Higher value means higher altitude X Y moving speed You can emulate wind effect on the sky by entering a s
30. ll screen mode In this case the video is resized to the screen size Position If the video is not played in full screen mode you can set its position and its size The position is the top left part of the movie 64 Loading tab Project details General Sounds Title Gameover Victory Loading Menui Menu2 Menua Menu4 Text while loading Font color RGB Image while loading Font name Font size Bold Italic Show loading bar Bar color RGB Positian Dimension width Height PROPERTIES Image while loading position When player starts the game some of the resources sounds textures and images are pre loaded This might take a few seconds During this time an image can be displayed at the given position Text while loading font color name size bold italic You can also enter a text which is displayed on the centre of the screen To display the text you can define which font should be used You can also define other font properties like size color and bold and italic styles Show loading bar bar color position dimension A loading bar can be displayed on the screen during the loading process Menu 1 2 3 4 tabs You can set four different buttons on the title screen Each menu tab is a button Project details General Sounds Title Gameover victory Loading MEDU 1 Menu Menu3 Menu 4 Normal image Mouseover image Clickable area x1 1 x2 2 T CI T CI o fio fleo feo
31. mall value 68 Fog tab General Sky Fog Water Video Fog Color RGB o o mo Range fromito Cancel PROPERTIES Fog Check this checkbox if you want to turn on the fog effect Color RGB Enter a valid RGB color Range from to The near parameter specifies the distance from the camera where the fogging effect will start 3D objects before this point will not be faded The far parameter specifies the distance from the camera where the fogging effect will end 3D objects beyond this point will be completely faded out 69 Water tab General Water mae i Altitude woo Opacity Cancel PROPERTIES Water Check this checkbox if you want to display a body of water Image Select an image from the combo box which will be used as one tile of water texture Size Enter a value which will be used as the size of the texture Altitude The water level can be defined with this value Higher value means higher altitude Opacity The water can be semi transparent Enter a value between 0 and 1 to set the water s transparency 70 Video tab Video General Sky Fog Water Fullscreen OR position XV o o Dimension width Height 600 Cancel PROPERTIES Play a video You can play a movie file when the current level starts Select a movie from the select box Fullscreen OR position dimension You can set if the movie should be played in full screen mode or in a specific window
32. me size DOLO COLON ais ic a 74 AMMO CAD ios a a Ge eae O ER ERE E O eae ca 75 DISPLAY ANNO ecards 75 POSICION VU 75 FOnt Name size DOG COLON desistir ENER S 75 CREATING A BASIC TITLE SCREEN General overview To create a standard FPS game you need to build your game area and place actors in it A game area is a physical space where you can walk around and actors are living creatures e g soldiers monsters gangsters or machines like turrets helicopters When you create your game area it is easier to build it up from smaller pieces called levels Different levels are usually different sections of the game area For example if your game area is a city then it is logical to split your area to streets Each street can be a different level lt also makes the game faster and takes less time to build up the game since it only loads the parts you really need When you design your game you should also design how you can split your area to several smaller levels Levels are not independent from each other They can be linked easily All you have to do is place an or more EXIT POINT element at the point where you want to continue game play on a different level Level A Level B exit Entry point XYZ ll exit T E A e LEVEL D Entry point XYZ exit _ Entry paint XY Z Silent Walk will automatically handle entry and exit points and load the next level You can also define the entry point of the next level so it is
33. n and size The position is the top left part of the movie 62 Gameover tab General Sounds Tithe S3MBover victory Loading Menui Menuz Menu3 Menu4 Video Image Music m Fullscreen OR position wi Y Dimension width Height Cancel PROPERTIES Video This video is played once when player dies Image This image is displayed as a background image of the game over screen The image is resized automatically to the screen size Music This music is played when the game over screen is displayed The music is looped Fullscreen When you select a video you can play it in full screen mode In this case the video is resized to the screen size Position If the video is not played in full screen mode you can set its position and its size The position is the top left part of the movie 63 Victory tab victory Loading Menu 1 Menu Menus Menu 4 General Sounds Title Gameover Video Image Music m Fullscreen OR position wi Y Dimension width Height Cancel PROPERTIES Video This video is played once when player reaches the last level and no more levels are specified game is won Image This image is displayed as a background image of the victory screen The image is resized automatically to the screen size Music This music is played when the victory screen is displayed The music is looped Fullscreen When you select a video you can play it in fu
34. nuz2 Menu3 Menu4 Mouseover sound Click sound Pick weapon sound Player hurt sound Player jump sound Player change weapon sound Cancel PROPERTIES Mouseover sound You can place buttons on the title screen A mouse over sound is played when your mouse pointer enters the clickable area of the button Click sound A sound will played when the player clicks on a menu button on the title screen Pick weapon sound This sound is played when a player picks up a weapon during game play Player hurt sound This sound is played when a player gets hurt by an enemy or a bullet Player jump sound This sound is played when player jumps Player change weapon sound This sound is played when player changes between different weapons 61 Title tab General Sounds THe Gameaver victory Loading Menu 1 Menu Menus Menu 4 Video Image Music ee m Fullscreen OR position wi Y Dimension width Height Cancel PROPERTIES Video This video is played once when player starts the game Image This image is displayed as a background image of the title screen The image is resized automatically to the screen size Music This music is played when the title screen is displayed The music is looped Fullscreen When you select a video you can play it in full screen mode In this case the video is resized to the screen size Position If the video is not played in full screen mode you can set its positio
35. ontrols tab Action tab Action General Controls Action General Controls Reset health to this value Remove weapons Moye right Move left Move Forward Move backward Jump Crouch Use Open Pick Hide weapons Change weapons Change weapons PJ ou ri on Qu Qu DJ cr dd on cu wo a ri Invert mouse E Cancel Cancel These values are the scan codes for PROPERTIES the keys of the player controls If you want to change the standard keys Reset health to this value just enter another scan code You can place a new start point on each level Setting this value means the player s health will be changed to this value Use this to reset player s health Remove weapons You can also remove all collected weapons so player won t be able to carry them over to the next level 24 Exit The exit point is a point where the player can jump to another level This is an invisible box so you can resize it in the editor Once the player touches this point in the final game and the exit point is in AVAILABLE MODE a new level will open General tab General Destination Video a Available or listen to this trigger Cancel PROPERTIES Available or listen to this trigger The exit point can be available or unavailable When you set the exit point unavailable you also need to set the mode how it can be available You can enter an existing trigger number See details
36. orking with game elements Start The start point is the point where the player starts the game on the first level Theoretically you need to place the start point only on the start level New start points can be placed on every level but their position will be ignored The player starting position on a new level is defined by the exit point of the previous level Technically this allows for alternative routes the player can take Other properties like player controls moving speed gravity etc can be changed on every level by placing a new start point and setting different parameters 22 General tab General Controls Action Walk speed Friction Jump strength Gravity Max gravity Camera clipping near Far Cancel 1 23 PROPERTIES Walk speed Set the walking speed of the player during the game Higher value means faster speed Friction Sets how fast the player should stop when you release the control keys Higher value means faster stop Jump strength Sets how much power the player has to use to jump in the air Higher value means greater force and higher altitude Gravity Sets how gravity pulls the player down Higher value means faster down speed and causes player to be unable to jump very high Max gravity Sets what is the maximum speed that player can reach when falling down from high objects Camera clipping Camera can ignore objects which are far from the player C
37. p Category Different types of weapons can be put in different categories A higher category number for example can represent a more powerful weapon Enter a value between 1 and 255 HUD image position You can display an image on the screen when a weapon is picked up Select an image from the combo box and enter its position on the screen Ignore lights If it is checked this object will be visible on a dark level There won t be any light effects on this element 49 Attack tab Attack Gun Melee Effects Attack animation length Pull back animation length General Cancel PROPERTIES Attack animation length Pull back animation length Once you created the start and end animation frames for this weapon you can define how many frames should be played Attack sound You can define a sound when player uses this weapon Select a sound from the combo box Gun tab General Attack Gun Melee Effects Accuracy Zoom available Crosshair Ss x mma Mas ammo Sound when no amma Di Automatic repeat gun speed Cancel PROPERTIES Accuracy Set the accuracy percentage of the weapon Higher value means better accuracy Zoom available Check this checkbox if you want to have a sniper zoom on this weapon Crosshair Select an image from the combo box which represents the aiming crosshair on the player s HUD 50 Ammo Set the default ammo of this weapon Max ammo Set what is the maximum capabilit
38. possible to arrive to a level from different other levels You can also define the point where you want to start the whole game by placing a START POINT element 10 Starting the program When you start the program you have two options to choose from Silent Walk FPS Creatof create new project open project You can start creating a new project or you can open a saved project Form when new project option is selected Create new project Enter the name of the new project Cancel Form when open project option is selected Open project Select a project CT O Cancel If it is the first time you are starting the program create a new project 11 The editor Once you have created or opened your project you can start building your game MAL Ont 204072145 The editor consists of three areas On the top there is a toolbar with the available game element icons MAL 1 Oe td 2318440 12 Under the toolbar you can see the 3D display where you create your levels by placing elements On the right side of the screen is the property selector panel 13 There are different sub panels on this fase panel Icons for new open and save level and export game New icon Start a new empty level Use this button if you want to create a new level Open icon Open a level Choose a level from the dropdown list Save level Save the current level Enter the file name of
39. reen Font name size bold color To display the text you can define which font should be used You can also define other font properties like size color and bold style 74 Ammo tab Image Health Weapon Ammo a Display ammo Position Y Font name Font size Bald Font color RGB Cancel PROPERTIES Display ammo Check this checkbox if you want to display the number of ammos on the screen Position X Y Enter the position of the text on the screen Font name size bold color To display the text you can define which font should be used You can also define other font properties like size color and bold and italic styles 75 Creating a basic title screen Using only an image and the click area options is an easy and simple method of creating the title screen with menu buttons All you need is your favourite image editor Draw a nice image with all visible graphical elements including game title and the menu buttons something like this Game Title start game instructions credits quit Silent Walk 2 allows you to define different rectangles on the title background image and they will act as buttons Go back to your image editor and place your mouse pointer on the top left corner of your first button x1 y1 start game instructions credits nit There should be a status bar in your image editor displaying the mouse XY coordinates ki 162 129 Write down these two numbers like
40. s object it is possible to increase the number of ammos for a specific weapon category This allows you to create ammos for different weapons Category of ammo If this object is pickable and you specified an amount in the previous field you need to define a weapon category for the ammo change 42 Destroy tab General Pick Destroy Triggers Animation Explosion Destroyable Strength o Change texture z Cancel PROPERTIES Destroyable Check this checkbox if player can destroy this object An object can be destroyed by shooting it or hitting it with a melee weapon Strength Once an object is destroyable you can define its strength which specifies how hard or easy it is to destroy it The higher the value the more difficult it is to destroy the object Action when destroyed Once this object is set to destroyable and it is destroyed the object needs to be changed There are three ways of changing its status 1 Change texture This option will change the texture on the object 2 Disappear The object will disappear immediately without any action 3 Explode The object will disappear and a small explosion animation is played The explosion animation can be selected from the combo box in the Explosion tab 43 Triggers tab General Pick Destroy Triggers Animation Explosion Change these registers and triggers when picked or destroyed Register value added Activate these triggers 222 222
41. s that it can be activated when another trigger is activated Enter an existing trigger number Mode of activation A trigger can be activated triggered by simply touching it or it can be activated when player presses the defined USE key Select the method from the combo box 47 Activation tab General Activation miles Cancel PROPERTIES Sound when activated This sound is played when this trigger is activated Select a sound from the combo box Display a text on the screen This text is displayed on the screen for a few seconds when this trigger is activated Enter some text The longer the text the longer it will be displayed Video tab Li General Activation video Fullscreen OR position 404 o o Dimension width Height o o Cancel PROPERTIES Play this video You can play a movie file when this trigger is activated Select a movie file from the combo box Fullscreen or position dimension You can set if the movie should be played in full screen mode or in a specific window Enter the top left coordinate of the movie window and the width and height of it 48 Weapon Weapons can be picked and used during the game General tab General Attack Gun Melee Effects Screen name Weapon Category Ignore lights Cancel PROPERTIES Screen name Each weapon can have its own name which will be displayed on the screen for a few seconds when players picks it u
42. the current level Export game lf you want to test your game in real mode you need to export it as if it was your final game Enter the name of the folder where you want to place your game The game will be placed in the finished_games yourfolder directory Texture preview importer and selector transparent W u scale E v Cale gt Texture preview The texture preview shows all available textures You can select which texture you want to work with using the next previous buttons under the preview When you click on the APPLY button all selected elements will be covered with the selected texture lf you want to import more textures click on the image Silent Walk starts collecting the textures from the elements textures folder and displays all of them You can place your own textures in this directory You can select as many new textures as you want A red rectangle will show you which textures are selected Use the mouse wheel to scroll up down on the page When you have finished your selection press the enter key to import the selected textures to your project The imported textures will be available in the 14 texture preview You can import new textures any time you need some new texture To modify some advanced texture properties enter your mouse in the texture preview area You can set a texture as transparent by checking the transparent checkbox You can also multiply the texture on the surfaces by click
43. the player Show blood when hurt Cancel PROPERTIES This actor has a gun Check this checkbox if this actor can shoot the player Un checking this checkbox means the actor does not have a weapon so it tries to catch and hurt the player You can for example create a monster which follows the player but does not shoot Accuracy If this actor has a weapon you can define its accuracy which could hurt the player Higher value means higher percentage to hurt the player 37 Damage for player By default the player has 100 units of health This will be decreased by this value when player gets hurt Strength It is basically the actor s health You can define how strong or weak this actor is Higher value means more strength Action sound You can select a sound from the combo box which will be played when this actor makes the attack Don t turn to the player You can make this actor not to turn to the player by checking this checkbox It allows you to create for example a static non moving turret Show blood when hurt Check this checkbox if you want to display a blood effect when this actor gets hurt Animations tab Eerad Attack Animations Triggers Dead Extract motion Frames Motion Stand talk Run Attack Hurt Die rr jp j p j i Dead Cancel 38 PROPERTIES Extract motion frames You can use predefined animation sequences for different actions Check this checkbox i
44. tton to start the game then switch on the Start the game checkbox B If you want the button to display another screen for example instructions then uncheck Start the game and Quit game checkboxes and select an image from the Show an image combo box Additionally you can select a music file from the Play music combo box If the Play music checkbox is checked then the selected music will be played on the new screen instead of playing the music selected for the title screen C If you want the button to quit from the game then switch on the Quit game checkbox 78
45. y a Available or listen to this trigger Cancel PROPERTIES Colour RGB This is the colour of the light source Enter a valid RGB value Blink effect delay You can emulate a blinking light by checking this checkbox Use the delay value to set the speed of the blinking Available or listen to this trigger Lights can be turned off by default and turned on using triggers Enter an existing trigger value Please see details in the TRIGGER section 32 The door element is used to separate different parts of a level For example you can build two rooms and a door between them Player may need to find a key to open the door Similar to weapons doors have a starting and an ending position On the right panel you can select which frame start or end you want to edit In the final game Silent Walk will generate a smooth animation sequence from the positions you defined with the start and end frame It is also possible to create moving platforms or elevators using doors When you place a door you can scale it to form a flat object or a cube or a block If you set the last animation frame higher than the first one then it will create a moving animation so the block will move up and down simulating an elevator This also works horizontally General tab General Open Close a Available OR listen to this trigger Ignore lights Sensor distance open close Cancel CE PROPERTIES Available or listen to this
46. y of ammo of this weapon Sound when no ammo This sound is played when there is no more ammo for this weapon Select a sound from the combo box Automatic gun speed Check this checkbox if this weapon has an automatic feature Enter the delay value between two shots Melee tab General Attack Gun Melee Effects Melee weapon Cancel PROPERTIES Melee weapon Check this checkbox if this weapon is a melee weapon instead of a gun type weapon Melee weapons e g knife axe have no ammos and can be used against enemies within a small range Effects tab Effects General Attack Gun Melee m Flash Color RGB Sparks Color RGB Cancel 51 PROPERTIES Flash color RGB A flash effect can be displayed when the player uses a weapon You can emulate a flash effect by checking this checkbox Enter a valid RGB value Sparks color RGB You can emulate small spark objects caused by the bullet on the surface by checking this checkbox Enter a valid RGB value Bullethole image The bullet can cause a hole on the surface Select an image from the combo box which represents the bullet hole 52 Box This is a static element General E Collision Ignore lights Cancel PROPERTIES Collision You can uncheck this checkbox so player will not collide with this object in the game This allows you to place design elements without collision Ignore lights If it is checked this object will be visible
Download Pdf Manuals
Related Search
Related Contents
MGC Polycom-Microsoft User's Guide Traktor Kontrol S4 MK2 Setup Guide German Copyright © All rights reserved.
Failed to retrieve file