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Oddworld: Abe's Exoddus Objects

mouzedrift edited this page Feb 7, 2022 · 13 revisions

todo: add in depth descriptions for object properties

Hoist

Hoist Type

  • Next Floor - Allows Abe to hang and climb the Hoist.
  • Next Edge - Instant Hoist once abe grabs onto it.
  • Next Screen - Hoist to another screen (another Hoist at the next screen is required).

Grab Direction - From which direction the Hoist can be grabbed. e.g Left means Abe has to come from the left side to grab onto it.
Switch ID (Unused) - todo
Scale - see Scale


Switch

Action - see Action
Scale - see Scale
On Sound - What sound to play when turning the Switch ID on.
Off Sound - What sound to play when turning the Switch ID off.
Sound Direction - From which direction you can hear the on/off sound.
Switch ID - see Switch ID
Persist Offscreen - Whether the Switch should persist offscreen.


Door


LCDStatusBoard

Number Of Mudokons - The number of max mudokons in the current path. The value will update as mudokons get rescued/killed. The max mudokons in the current level/game can be configured by navigating to Edit -> Edit path data.
Zulag Number - Number of the current zulag/tunnel etc.
Hide Board - When enabled the LCDStatusBoard will be invisible.


BirdPortal

Enter Side - From which side abe can enter the portal when Portal Type is set to Abe.
Level Destination - The level where abe should be transported to when Portal Type is set to Abe.
Path Destination - The path where abe should be transported to when Portal Type is set to Abe.
Camera Destination - The camera where abe should be transported to when Portal Type is set to Abe.
Scale - see Scale
Movie ID - What Movie ID to play when Portal Type is set to Abe and abe enters the portal.
Portal Type - This can be a portal for abe which transports you to other locations, workers which allows to rescue regular mudokons and shrykull which will give you the shrykull power after rescueing a certain amount of mudokons (see Mudokon Amount For Shrykull property).
Mudokon Amount For Shrykull - How many mudokons to rescue to obtain the shrykull power.
Create Portal Switch ID - see Switch ID
Delete Portal Switch ID - see Switch ID


Mudokon

Scale - see Scale
State - Includes the Mudokon jobs/states e.g chisle, angry worker, health ring giver etc.
Start Direction - In which direction the Mudokon should face when loading for the first time.
Voice Pitch - The voice pitch of the Mudokon.
Rescue Switch ID - Enable this Switch ID when the Mudokon gets rescued. see Switch ID
Disabled Resources - see Disabled Resources
Persist & Reset Offscreen - The Mudokon will persist offscreen and reset their position everytime you change the screen if this is enabled.
Emotion - The emotion of the Mudokon such as, normal, sad, angry etc.
Blind - Whether the Mudokon is blind.
Angry Switch ID - When this Switch ID gets enabled the Mudokon turns angry. see Switch ID
Work After Turning Wheel - Whether the Mudokon gets back to work after turning the wheel.
Gets Depressed - Whether the Mudokon can get depressed.
Ring Pulse Interval - How long to wait before doing Abe's ring pulse again in frames.
Give Ring Without Password - Whether the Mudokon gives the ring without a password.


ElectricWall

Scale - see Scale
Switch ID - see Switch ID
Start State - Whether the ElectricWall should start on or off.


BoomMachine

Scale - see Scale
Nozzle Side - In which direction the nozzle should point to.
Disabled Resources - see Disabled Resources
Number Of Grenades - How many grenades abe should get when picking up the grenade.


Slig


Fleech

Scale - see Scale
Start Direction - In which direction the Fleech should face when loading for the first time.
Asleep - Whether the Fleech starts asleep.
Attack Anger Increaser - How much the Fleech anger should increase when doing noise.
Wake Up Switch ID - Wake up sleeping Fleeches by using a Switch ID. see Switch ID
Hanging - Whether the Fleech hangs from the ceiling.
Lost Target Timeout - todo
Goes To Sleep - Whether the Fleech goes back to sleep after calming down.
Patrol Range (Grids) - How far the Fleech will patrol the area when Abe isn't in sight.
Wake Up Switch Anger Value - todo
Can Wake Up Switch ID - Whether the Fleech can wake up by noise. see Switch ID
Persistant - todo


EnemyStopper


Teleporter

Teleporter Switch ID - see Switch ID
Other Teleporter Switch ID - see Switch ID
Camera - Camera of the target Teleporter.
Path - Path of the target Teleporter.
Level - Level of the target Teleporter.
Start Teleporter Switch ID - The Switch ID that starts the Teleporter. see Switch ID
Scale - see Scale
Camera Swap Effect - What Camera Swap Effect to show when teleporting to a different camera.
Movie Number - todo
Electric X - todo
Electric Y - todo


UXB

Pattern Length (Max 4) - todo
Pattern - Red/Green tick pattern. 1 for green, 2 for red. Example: 1221 which would be green, red, red, green.
Scale - see Scale
Start State - Whether the UXB should start on or off.
Disabled Resources - see Disabled Resources


LCDScreen

Message 1 -
Random Message Min ID -
Random Message Max ID -
Message 2 ID -
Toggle Message Switch ID -


Edge

Grab Direction - todo
Can Grab - Whether the Edge can be grabbed.
Scale - see Scale


StatusLight


ShadowZone


WorkWheel

Scale - see Scale
Switch ID - What Switch ID to enable. see Switch ID
Activation Time - How long you have to turn the wheel to activate the Switch ID in frames.
Off Time - How long to wait before disabling the wheel Switch ID again in frames. Turn Off When Stopped has to be set to Yes in order for this to work.
Turn Off When Stopped - Whether the Switch ID turns off again.


MusicTrigger

Music Type - Decides what music should be played when triggered.
Triggered By - The music can be triggered by touching or by using a timer.
Music Delay - How many frames to wait before the music starts playing. The timer starts once the screen has been entered.


AbeStart


SoftLanding

Switch ID - see Switch ID


WellExpress


SlamDoor

Start Shut - Whether the SlamDoor should start shut or not.
Scale - see Scale
Switch ID - see Switch ID
Flip On Y Axis - Whether the SlamDoor sprite should be flipped on the Y axis.
Delete - Deletes the SlamDoor once it has been opened.


HandStone

Scale - see Scale
Camera ID 1 - First camera to show when using the HandStone.
Camera ID 2 - Second camera to show when using the HandStone. Set to 0 to ignore this camera.
Camera ID 3 - Third camera to show when using the HandStone. Set to 0 to ignore this camera.
Trigger Switch ID - Enables this Switch ID when the HandStone gets used. see Switch ID


LaughingGas

Is Laughing Gas - If set to Yes mudokons will be affected by the LaughingGas otherwise they won't.
Laughing Gas Switch ID - see Switch ID
Red % - The colour of the LaughingGas in percent.
Green % - The colour of the LaughingGas in percent.
Blue % - The colour of the LaughingGas in percent.


InvisibleSwitch

Switch ID - see Switch ID
Action - see Action
Delay - How long to wait in frames before the Switch ID gets triggered after touching the InvisibleSwitch.
Set Off Alarm - If the alarm should be set off when abe colides with the InvisibleSwitch.
Scale - see Scale


Water


GasEmitter

Switch ID - see Switch ID
Colour - The colour of the gas emitted by the GasEmitter.


BackgroundAnimation


LiftPoint

Lift Point Switch ID - This is only required if you want to use a LiftMover. see Switch ID
Start Point - The lift will be placed here if this property is set to Yes.
Lift Type (Unused?) - never used?
Lift Point Stop Type - What floor/stop type the current LiftPoint is.
Scale - see Scale
Ignore Lift Mover - todo: ignores lift mover?


PullRingRope

Switch ID - see Switch ID
Action - see Action
Rope Length - The length of the rope.
Scale - see Scale
On Sound - What sound to play when turning the Switch ID on.
Off Sound - What sound to play when turning the Switch ID off.
Sound Direction - From which direction you can hear the on/off sound.


MultiSwitchController


SecurityOrb

Scale - see Scale
Disabled Resources - see Disabled Resources


InvisibleZone

Enemies won't see abe if he's within the zone. This object has no properties.


ContinuePoint


WheelSyncer


LevelLoader


Pulley

The pulley of a lift. This object has no properties.


FlyingSlig


FlyingSligSpawner


DeathDrop

This object has no properties.


SligSpawner


SligLeftBound


SligRightBound


SligPersist


ZSligCover


WellLocal


BrewMachine


Drill


Mine


Slog


ResetSwitchRange


TrapDoor


PathTransition


LiftMover

Lift Mover Switch ID - The Switch ID of the LiftMover. Activate this to make the Lift move. see Switch ID
Lift Point Switch ID - The Switch ID of the LiftPont. see Switch ID
Move Direction - In which direction the Lift should move.


RockSack

Rock Fall Direction - In which direction the Rock will be thrown when Abe touches the sack.
X Velocity - X Velocity for Rock Fall Direction when the Rock gets thrown.
Y Velocity - Y Velocity for Rock Fall Direction when the Rock gets thrown.
Scale - see Scale
Rock Amount - How many Rocks Abe gets when picking up the Rock.


TimerTrigger

Source Switch ID - The Switch ID that enables the TimerTrigger. see Switch ID
Trigger Interval - How long to wait until all switches get triggered again in frames.
Other Switch ID 1 - Toggle Switch ID 1 after every interval. see Switch ID
Other Switch ID 2 - Toggle Switch ID 2 after every interval. see Switch ID
Other Switch ID 3 - Toggle Switch ID 3 after every interval. see Switch ID
Other Switch ID 4 - Toggle Switch ID 4 after every interval. see Switch ID


MotionDetector

Scale - see Scale
Device X - The xpos from the flare device that casts the "shadow".
Device Y - The ypos from the flare device that casts the "shadow".
Speed - Speed of the MotionDetector in 256 value steps.
Initial Move Direction - In which direction the MotionDetector moves when entering the screen.
Draw Flare - Whether to draw the device flare sprite.
Disable Switch ID - The Switch ID to disable the MotionDetector. see Switch ID
Alarm Switch ID - The Switch ID of the alarm that will be triggered when touching the MotionDetector. see Switch ID
Alarm Duration - How long the alarm will last until it stops in frames.


MineCar

Scale - see Scale
Max Damage (Unused?) - todo


ExplosionSet

Start Enabled - Whether the explosions should happen when entering the screen.
Switch ID - The Switch ID that enables the explosions.
Big Rocks - Whether the falling rocks are big or small.
Start Delay - How long to wait before the first explosion happens in frames.
Start Direction - From which direction the explosions start.
Explosion Interval - How long to wait after each explosion in frames.
Grid Spacing - todo
Increasing Grid Spacing - By how many grids the explosions should travel after each explosion.
Scale - see Scale


ColourfulMeter

Switch ID - The Switch ID that fills 1 bar per activation.
Number Of Meter Bars - How many bars are required to fill the entire ColourfulMeter.
Mines Alarm Countdown (Seconds) - The alarm countdown in seconds.
Start Filled - Whether the ColourfulMeter is already filled.


Alarm

Switch ID - The Switch ID that enables the Alarm. see Switch ID
Duration - How long the Alarm lasts until it stops in frames.


DemoSpawnPoint

todo


SlapLock

todo
Scale -
Target Tomb ID 1 -
Target Tomb ID 2 -
Persistant -
Has Ghost -
Give Invisibility Power-up -
Invisibility Power-up ID -
Toggle Switch ID -


Slurg

Time Until Turning Around - How long to wait in frames until the Slurg turns around.
Start Direction - In which direction the Slurg should face when loading for the first time.
Scale - see Scale
Switch ID (increment by 1 on death) - todo


DoorBlocker


Dove


BirdPortalExit

To link the exit with the BirdPortal simply set the BirdPortal properties Level/Path/Camera Destination to the camera that contains a BirdPortalExit.
Exit Direction - In which direction abe exits the portal.
Scale - see Scale


DoorFlame


TrainDoor


Greeter

Scale - see Scale
Motion Detector Speed - The speed of the motion detector that is attached to the Greeter.
Start Direction - In which direction the Greeter should face when loading for the first time.


ScrabLeftBound

When a Scrab walks to the left it can't walk past this object.


ScrabRightBound

When a Scrab walks to the right it can't walk past this object.


CreditsController


MovieHandstone

Scale - see Scale
Movie Number - The movie that should be played when using the MovieHandstone.
Trigger Switch ID - Enables this Switch ID when the HandStone gets used. see Switch ID


MovingBomb

Speed - The speed of the Moving Bomb when it's moving.
Start Moving Switch ID - see Switch ID
Triggered By Alarm - Makes the bomb move if an alarm is triggered.
Scale - see Scale
Max Rise - todo
Disabled Resources - see Disabled Resources
Start Speed - The start speed of the MovingBomb.
Persist Offscreen - Whether the MovingBomb should persist offscreen.


SecurityDoor


CrawlingSlig

Scale - see Scale
Start Direction - In which direction the CrawlingSlig should face when loading for the first time.
State - Whether the CrawlingSlig is sleeping or awake.
Crawl Direction - In which direction the CrawlingSlig will crawl after waking up.
Panic Switch ID - Wakes up the sleeping CrawlingSlig. see Switch ID
Respawn On Death - Whether the CrawlingSlig respawns at their initial position after dying.


SligGetPants


SligGetWings


CrawlingSligButton

Scale - see Scale
Switch ID - see Switch ID
Action - see Action
On Sound - What sound to play when turning the Switch ID on.
Off Sound - What sound to play when turning the Switch ID off.


Glukkon

Scale - see Scale
Start Direction - In which direction the Glukkon should face when loading for the first time.
Behavior - Whether the Glukkon checks for walls or completely ignores them.
Scream Help Delay - How long to wait until the Glukkon screams for help when alarmed in frames.
Help Switch ID - What Switch ID to enable when the Glukkon screams for help. see Switch ID
To Calm Delay - How long to wait until the alarmed Glukkon calms down and no longer screams help in frames.
Spawn Switch ID - The Switch ID that spawns the Glukkon see Switch ID
Spawn Type - This controls the Glukkon spawn effect and the facing direction.
Spawn Delay - How long to wait after the spawn Switch ID has been enabled in frames.
Glukkon Type - The glukkon type e.g aslik, phleg etc.
Death Switch ID - What Switch ID to enable when the Glukkon dies. see Switch ID
Play Movie Switch ID - Play a movie when the Switch ID is enabled. see Switch ID
Movie To Play (fmv ID) - What movie to play when a story Glukkon activates the security fone.


GlukkonSwitch

Scale - see Scale
OK Switch ID - What Switch ID to enable when the password is correct. see Switch ID
Fail Switch ID - What Switch ID to enable when the password is incorrect. see Switch ID
X Position - The X Position of the GlukkonSwitch.
Y Position - The Y Position of the GlukkonSwitch.


GasCountDown

Start Timer Switch ID - see Switch ID
Gas Countdown Time - The gas countdown time in frames.
Stop Timer Switch ID - see Switch ID


FallingItem

Start Switch ID - see Switch ID
Scale - see Scale
Fall Interval - How many frames to wait before the next falling item starts falling.
Max Falling Items - How many falling items can fall before it stops. Set to 0 for unlimited falling items.
Stop Switch ID - see Switch ID


BoneBag

Bone Fall Direction - In which direction the Bone will be thrown when Abe touches the bag.
X Velocity - X Velocity for Bone Fall Direction when the Bone gets thrown.
Y Velocity - Y Velocity for Bone Fall Direction when the Bone gets thrown.
Scale - see Scale
Bone Amount - How many bones Abe gets when picking up the Bone.


SecurityClaw

It is not recommended to place this object since it will just crash the game in AE.
Scale - see Scale
Disabled Resources - see Disabled Resources
Unknown - todo


FootSwitch

Switch ID - see Switch ID
Scale - see Scale
Action - see Action
Triggered By - By whom the FootSwitch can be triggered.


SlogHut

Scale - see Scale
Switch ID - see Switch ID
Zzz Interval - How long to wait in frames until the next snooze particle gets created.


SlogSpawner

Scale - see Scale
Max Slogs - How many Slogs can be spawned before the spawner stops.
Max Slogs At A Time - How many Slogs can be spawned at a time.
Start Direction - In which direction the Slog should face when getting spawned.
Slog Spawn Interval - How many frames to wait before the next Slog gets spawned.
Spawner Switch ID - The Switch ID that activates the spawner. see Switch ID
Listen To Sligs - Whether the Slogs will listen to sligs or not.
Chase Delay - How long to wait in frames before the Slog starts chasing Abe.


MainMenuController

This object has no properties.


Null_63

This object has no properties.


Scrab

Scale - see Scale
Attack Delay - How long the Scrab will wait before chasing Abe in frames. This won't prevent the Scrab from killing Abe if he's too close.
Patrol Type Run Or Walk Chance (6 Max) - This decides whether the Scrab should run or walk based on RNG.
Left Min Delay - Minimum value of how long the Scrab will wait after hitting the left wall/bounds in frames.
Left Max Delay - Maximum value of how long the Scrab will wait after hitting the left wall/bounds in frames.
Right Min Delay - Minimum value of how long the Scrab will wait after hitting the right wall/bounds in frames.
Right Max Delay - Maximum value of how long the Scrab will wait after hitting the right wall/bounds in frames.
Pause After Chase Delay - How long the scrab should stand still and do nothing after the chase in frames.
Disabled Resources - see Disabled Resources
Roar Randomly - Whether the Scrab should roar randomly when patrolling the area.
Persistant - todo: check me
Possessed Max Whirl Attack Duration - How long a possessed Scrab can do the whirl attack before it stops in frames.
Kill Enemy - todo: check me


ScrabSpawner

Scale - see Scale
Attack Delay - How long the Scrab will wait before chasing Abe in frames. This won't prevent the Scrab from killing Abe if he's too close.
Patrol Type Run Or Walk Chance (6 Max) - This decides whether the Scrab should run or walk based on RNG.
Left Min Delay - Minimum value of how long the Scrab will wait after hitting the left wall/bounds in frames.
Left Max Delay - Maximum value of how long the Scrab will wait after hitting the left wall/bounds in frames.
Right Min Delay - Minimum value of how long the Scrab will wait after hitting the right wall/bounds in frames.
Right Max Delay - Maximum value of how long the Scrab will wait after hitting the right wall/bounds in frames.
Pause After Chase Delay - How long the scrab should stand still and do nothing after the chase in frames.
Disabled Resources - see Disabled Resources
Roar Randomly - Whether the Scrab should roar randomly when patrolling the area.
Persistant - todo: check me
Possessed Max Whirl Attack Duration - How long a possessed Scrab can do the whirl attack before it stops in frames.
Kill Enemy - todo: check me
Spawner Switch ID - The Switch ID that activates the spawner. see Switch ID
Start Direction - In which direction the Scrab should face when getting spawned.


SlurgSpawner

Time Until Turning Around - How long to wait in frames until the Slurg turns around.
Start Direction - In which direction the Slurg should face when getting spawned.
Scale - see Scale
Switch ID (increment by 1 on death) - todo
Spawn Interval - How long to wait until the next Slurg gets spawned.
Max Slurgs - How many Slurgs can be spawned before the spawner stops.
Spawner Switch ID - The Switch ID that activates the spawner. see Switch ID


Paramite

Scale - see Scale
Entrance Type - Alone - Chase Delay - How long to wait until a single Paramite starts chasing in frames.
Surprise Web Delay - How long to wait until the Paramite comes down after triggering the Switch ID in frames.
Meat Eating Time - How long the Paramite takes to eat the meat in frames.
Group - Chase Delay - How long to wait until multiple Paramites start chasing in frames.
Disabled Resources - see Disabled Resources
Surprise Web Switch ID - see Switch ID
Hiss Before Attacking - Whether the Paramite should his before attacking. Delete When Out Of Sight - Whether to delete the Paramite when it's out of sight/offscreen.
Attack Fleeches - Whether the Paramite attacks fleeches.


ParamiteWebLine

Scale - see Scale


MeatSack

Meat Fall Direction - In which direction the Meat will be thrown when Abe touches the bag.
X Velocity - X Velocity for Meat Fall Direction when the Meat gets thrown.
Y Velocity - Y Velocity for Meat Fall Direction when the Meat gets thrown.
Scale - see Scale
Amount Of Meat - How many Meat Abe gets when picking up the Meat.


TorturedMudokon

Kill Switch ID - Kills the mudokon. see Switch ID
Release Switch ID - Releases the mudokon. see Switch ID