opoint: | Start. |
kind: | Kind: 1 is standard - you can activate any kind of balls. With kind 2 you activate light weapons which are hold on hand afterwards (before you force the character to let the old weapon fall with wpoint / kind: 3). |
x: ... y: ... | Here you set the coordinates where the centerpoint of the object should appear. |
action: | Here you set at which Frame-Number the object should start. |
dvx: ... dvy: ... | If the object should have a innitial movement (like it's used for chase balls) you can use these tags. |
oid: | Here you note the ID-Number of the object noted in data.txt (0 doesn`t work). |
facing: | How often an object should be activated: 0 = One object to front |
opoint_end: | End. |
opoint (Object-Point)
- Details
- Written by Silverthorn
- Parent Category: LF2-EMPIRE
- Hits: 14671
With o-point you activate objects.