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builders:useable_objects

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Useable Objects

Useable objects / activated knicknacks generally have additional animations or sound effects that can be trigered by the user. You should ensure that the image used has a “run” chore and, for types 1 and 2, a “stop” chore. If you use an inappropriate image, you run the risk of hanging the client when used, as it tries to wait for the animation to complete.

These have additional options accessible from the Fiddle>Modify Object menu.

action_type

0 Standard object with an action that runs once when triggered
1 Object that can be turned on and off
2 Accessory that can be turned on and off

action_menu

0 Turn On/Turn Off
1 Activate/Deactivate
2 Engage/Disengage
3 Light/Put Out
4 Play/Stop
5 Push/Push
6 Open/Close
7 Extend/Retract
8 Wake Up/Sleep
9 Expand/Shrink
10 Lift Up/Lower Down
11 Raise/Lower
12 Adjust Up/Adjust Down
13 Push/Pull
14 Start/Stop
15 Launch/Land
16 Set Free/Put in Cage
17 Crumble/Rebuild
18 Swallow/Spit Out
19 Fill/Empty
20 Start Ringing/Stop Ringing
21 Bounce/Stop Bouncing
22 Start Flashing/Stop Flashing
23 Wind/Unwind
24 Squeeze/Release
25 Vibrate/Stop Vibrating
26 Start Shower/Stop Shower
27 Blow/Stop Blowing
28 Start Scanning/Stop Scanning
29 Dematerialize/Materialize
30 Red Alert/Condition Green
31 Disintigrate/Reintigrate
32 Tickle/Stop Tickling
33 Start Firing/Stop Firing
34 Raise Shields/Shields Down
35 Warp Speed/Sublight
36 Destroy/Build
37 Break/Repair
38 Clean/Dirty

*charges* Number of uses available, after which the object will be deleted. 0 for infinite.

*run_sound / stop_sound* id of the sound sample to play when started / stopped.

builders/useable_objects.1639236397.txt.gz · Last modified: 2021/12/11 15:26 by amanda