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Oddworld: Abe's Exoddus Objects
todo: add in depth descriptions for object properties
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
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.
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.
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
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.
Scale
- see Scale
Switch ID
- see Switch ID
Start State
- Whether the ElectricWall should start on or off.
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.
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
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
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
Message 1
-
Random Message Min ID
-
Random Message Max ID
-
Message 2 ID
-
Toggle Message Switch ID
-
Grab Direction
- todo
Can Grab
- Whether the Edge can be grabbed.
Scale
- see Scale
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.
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.
Switch ID
- see Switch ID
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.
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
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.
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
Switch ID
- see Switch ID
Colour
- The colour of the gas emitted by the GasEmitter.
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?
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.
Scale
- see Scale
Disabled Resources
- see Disabled Resources
Enemies won't see abe if he's within the zone. This object has no properties.
The pulley of a lift. This object has no properties.
This object has no properties.
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.
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.
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
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.
Scale
- see Scale
Max Damage (Unused?)
- todo
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
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.
Switch ID
- The Switch ID that enables the Alarm. see Switch ID
Duration
- How long the Alarm lasts until it stops in frames.
todo
todo
Scale
-
Target Tomb ID 1
-
Target Tomb ID 2
-
Persistant
-
Has Ghost
-
Give Invisibility Power-up
-
Invisibility Power-up ID
-
Toggle Switch ID
-
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
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
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.
When a Scrab walks to the left it can't walk past this object.
When a Scrab walks to the right it can't walk past this object.
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
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.
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.
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.
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.
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.
Start Timer Switch ID
- see Switch ID
Gas Countdown Time
- The gas countdown time in frames.
Stop Timer Switch ID
- see Switch ID
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
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.
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
Switch ID
- see Switch ID
Scale
- see Scale
Action
- see Action
Triggered By
- By whom the FootSwitch can be triggered.
Scale
- see Scale
Switch ID
- see Switch ID
Zzz Interval
- How long to wait in frames until the next snooze particle gets created.
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.
This object has no properties.
This object has no properties.
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
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.
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
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.
Scale
- see Scale
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.
Kill Switch ID
- Kills the mudokon. see Switch ID
Release Switch ID
- Releases the mudokon. see Switch ID