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WHAT IS 3D RAD? CLICK HERE TO FIND OUT!
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EventOnLocation
This object starts/stops (or shows/hides) objects linked to it when an object
enters or exits a definable volume (box).
For example, you use this object to play a sound effect or stop a timer
when a racecar crosses a waypoint.
This object can itself be started and stopped by other event objects,
allowing you to create chains and achieve articulated event management.
For more about event objects in general, please see this tutorial.
USAGE
Add the EventOnLocation object to your project, link it to all the objects you want to
monitor for volume crossing and also to all objects you want to start/stop when the
condition is met.
You link objects together in the Object List (left side of 3D Rad main screen), by
selecting an object and then checking the other objects you want to link to it.
The volume is rendered as a cube you can stretch (scale), rotate and place anywhere,
in the Virtual Editor.
To configure the EventOnLocation object, double-click it in the
Object List to open the following property dialog:
Display volume
If this option is checked, the volume is also rendered run-time, usually for debug purposes.
Relationships
This list defines how the EventOnLocation object relates to the objects that are linked to it.
The following relationship types are supported:
IGNORE. Do nothing.
Typically used for linked objects that are starters for this EventOnLocation
object itself (in a chain of event objects for example).
CHECK FOR ENTERING (OFFSET 1/2/3/4/5). Monitor the object to detect when it enters the box.
The check is based on a reference point on the object, defined as a
relative offset from the object's model center.
For example, assuming the offset from the model's center is a point on the front bumper of a car,
this point on the car bumper will still be the reference point when the car moves or rotates.
Up to 5 different point locations can be defined (see Object's center offsets section)
and each monitored object can use one.
CHECK FOR EXITING (OFFSET 1/2/3/4/5). Monitor the object to detect when it exits the box.
See CHECK FOR ENTERING above for details.
START ON CONDITION. Start the object when a crossing condition is detected.
Note that the target object must provide some 'startable' action.
See for example the SoundEffect object.
STOP ON CONDITION. Stop the object when a crossing condition is detected.
SWITCH ON CONDITION. Switch the object (start if stopped and vice-versa)
when a crossing condition is detected.
SHOW ON CONDITION. Show the object when a crossing condition is detected.
HIDE ON CONDITION. Hide the object when a crossing condition is detected.
S/H SWITCH ON CONDITION. Switch the object (show if hidden and vice-versa) when a crossing condition is detected.
RESET. Re-initialize the object completely, to its default state, as defined in the project.
Randomize target object
If this option is checked, the specified action
is applied to one target object only, picked randomly.
If the option is not checked, the action is applied to all target objects instead.
Working at start
If this option is not checked, the EventOnLocation object will not work
until it is started by using another event object.
The remaining controls are common to all objects.
They are explained here.
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