====== Creating New Types Of Roombrush ====== Roombrushes can have their properties changed, just like objects can (but only a few are relevant to roombrushes). However, the properties will apply to all other roombrushes of that type, not just the one that was selected. By default, all roombrushes will be of a type called ``Default Room``. It is easy to create more. ===== Finding The Rooms Hierarchy ===== Bring up the Object Hierarchy and from the ``Show Tree`` menu at the top, select ``Rooms``.\\ {{http://img160.imageshack.us/img160/9662/roomstree1hq3.gif}} Notice that ``Default Room`` inherits from ``Base Room``, as can be seen by the dotted line between them. It is also worth noting that ``Base Room`` is [[glossary:ac#archetype|abstract]], (denoted by the negative ID number), whereas ``Default Room`` is [[glossary:ac#concrete_object|concrete]] (positive ID). All new rooms can be concrete, which means no custom gamesys is required. ===== Creating A New Room ===== Select ``Default Room`` and click on the ``Add`` button and when prompted, type a name for the new room. You should then see something like this: {{http://img219.imageshack.us/img219/445/newroomig2.gif}}\\ Remember that the name must be unique. If you find that the room is automatically renamed to something like ``Object#2(2)``, it will be because the chosen name is not unique. The name can be changed again, via the ``Edit`` button. ==== A Word Of Caution ==== Whether you're making new roombrushes or editing existing ones, it is important to remember the following:\\ **Any new roombrushes will be of the same type as whatever was selected when the Create button was last clicked on.** ===== Placing It In Your Mission ===== To create a **new roombrush** of a particular type, select the room in the hierarchy, then click the ``Create`` button. You can then use your preferred method to place the roombrush around a FillAir terrain brush. Once it has been created, you can check the name at the bottom of the Dromed screen:\\ {{http://img249.imageshack.us/img249/9392/newroombrush1gu9.gif}}\\ The first line tells you what type of roombrush this is, and the number of that type.\\ The second line tells you the number of the individual roombrush. In this case it is -1 because the ``Rooms Database`` has not been rebuilt since this roombrush was created. Usually the number is positive.\\ The third line is the EAX value, but that's outside the scope of this tutorial, and it should be left until all the roombrushes have been placed.\\ * Once the roombrush has been placed, you will have to rebuild the ``Rooms Database`` (from the ``Tools`` menu). To change the type of an **existing roombrush**, select it and click on the ``Create`` button, as can be seen in the above screenshot. The Rooms Hierarchy will be shown, with the current type already selected. Select the new type (or the same type if it was clicked by accident) and click on the ``Create`` button. This will return you to the main Dromed screen. Make sure the roombrush is now of the correct type.\\ It is easy to accidentally change the type of a roombrush when using this method, so some care is needed. * Once the type has been changed, you will have to rebuild the ``Rooms Database`` (from the ``Tools`` menu). ===== Editing Links/Properties ===== The properties for each type of roombrush can be found by either selecting the roombrush and clicking the ``Edit`` button (as seen in the above screenshot) or finding it in the Rooms Hierarchy and then selecting ``Edit``. Only a few of the properties have any effect on rooms. Links can be created/deleted either by selecting the ``Links`` button (see the screenshot again) or finding the ``Links`` property by editing the Room from within the Rooms Hierarchy. ===== What Can Be Done With These New Rooms? ===== A few examples are listed below: *A new roombrush type is needed when making a 'Go to location' objective (from the above screenshot, the goal target would be ``2``). *Events can be triggered when the player goes into a roombrush of a certain type (by putting the TrigRoomPlayer script on the room). These can be more reliable than BoundsTriggers. *Automap highlighting requires room types for each section. Open up any original mission and look at the Rooms Hierarchy. Select any room and click on ``Edit``. Note the ``Automap`` property. *Events can be triggered when a specific object is placed in a certain type of room (see the unstripped version of Framed (miss4.mis)). The two goals for framing Hagan are just 'place object in room' goals. *You can //attempt// to control which parts of a mission have fog by using some rooms with the ``Weather -> Local Weather`` property and some without. *You can control which rooms have rain/snow, using the ``Local Weather`` property. ====== ====== --- //[[society:r_soul:index]]//