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Turret/Camera

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A turret/camera is something that may or may not be used by a character, which can use an item or merely notify enemies of a character's existence. They are created from a turret/camera resource.

Contents

Options

Direction
This is the angle the turret/camera will start at.
Texture
Is the turret/camera resource this will use.
Disable Collisions (box)
Checking it will make your vehicle ignore walls, trees, etc. It will just move through them. Good for making ghost vehicles

Rotation

Turning Speed
Determines how fast the turret or camera will rotate either automatically, or manually by a character.
Turning Range
Alters how much the turret or camera may rotate from its initial direction. If this is set to 180 and it is set to Automatic, the turret will only tend to go in one direction.
Field of View
Change this to alter how wide of a view the turret/camera will have in noticing characters. If it is set too low, the turret or camera will quickly lose characters that move out of the way.
Initial Direction
The direction the turret will start in when in Automatic state.

Visual

Disable Lighting (box)
Checking it will make the turret/camera ignore the map lighting. In a dark scene, this will make a turret or camera quite visible to the user.
Color
Is the color of the affected parts of the turret/camera.
Opacity
This is how visible the turret/camera is. Scrolling to the left is invisible, center is half-visible and right is completely visible.
Glow
The glowing color of the turret/camera.
Flip Vertically (box)
Will make the turret/camera show upside-down. Movements are NOT changed.
Flip Horizontally (box)
Will make the turret/camera exchange right and left. Movements are NOT changed.
Display Shadow (box)
Unchecking this, the turret/camera will be shadowless.
Invisible
Checking this box will erase the image. It can still be hit and function, though.

Action Genre Behaviors

Team
The team this belongs to, which will affect how it will function and act around enemies when it is automatic.
Visual Distance
How far, in pixels, the turret or camera will be able to notice characters.
Control
Determines how the turret or camera will be controlled. Automatic will make the turret automatically attack enemies and rotate. Manual will allow characters to control the turret or camera. Friends or enemies of the designated team does not alter who and who may not control the turret/camera when Manual is set.

Triggers

Attempted to control
A character is trying to control the turret.
Saw enemy
An character from an opposing team is noticed.
Lost enemy
The character that had been noticed is no longer being noticed.

Scripting

Events

Properties

Able to Move
Non-zero if the turret or camera is able to rotate.
User
Name of character controlling the turret or camera.
Turret Color
Color of the turret or camera.
Face
Non-zero if the turret or camera is affected by light.
Name
Name of the turret or camera, which can be used to identify it when using "relate" and "this".
Invisible
Non-zero if the turret or camera is invisible.
Invincible
Non-zero if the turret or camera has no collision.
Visible Shadow
Non-zero if the turret or camera has a shadow.
Shadow Color
Color of the shadow.
Turret Glow
Glowing color of the turret or camera.
Team
Name of the team the turret or camera belongs to.
X Position, Y Position and Z Position
Current position.
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