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Connection Editor
The connection editor has four main purposes: editing area connections, event based connections, location names, and hatch lock events.
In order to connect a door to a new area, the door's type must be "Area connection" (from the "Edit door" window) and it must be part of the area connections list. In order to add a new area connection, simply select the source area and door, along with the area you want to connect it to. The door it connects to can be changed from the "Edit door" window. Area connections have an instant transition (not the slower, panning transition). Hatches cannot be used for area connections.
An event based connection means the door will connect to a different room after a given event has occurred. The door must have "Loads event based room" checked and it must be part of the event based connections list. Before the event has occurred, the door will connect to the original door found in the "Edit door" window. Once the event has occurred, the connected door will be replaced with the new door provided in the event based connections list.
A door cannot both be an area connection and load an event based room. Only the area connection will take effect. In other words, event based connections only work between doors in the same area.
A location name determines the text that appears when entering certain rooms. Location names are assigned to specific rooms rather than doors. However, the text will only be displayed upon entering doors that have "Displays location name" checked. It is important to note that displaying a location name actually takes up a graphics row in the spriteset. You can explicitly assign a graphics row for the display by using sprite 0x1D in Fusion and 0x74 in Zero Mission. If this sprite is not assigned, the display will use the bottom graphics row by default.
Hatches can lock upon entering a room based on the events that have been triggered. For Fusion, since events are linear, the hatches you select will only lock while you're on the event you choose (not before or after). For Zero Mission, you can choose whether the hatches will lock before or after the event has been triggered. To get the hatch numbers for a particular room, go to that room in the main window, select object editing mode, and hover your mouse over each door. If the door is a valid hatch that can be locked, the number will be displayed on the last line of the tooltip. For Fusion, only doors of the type "Hatch (can lock)" will work. For Zero Mission, both "Open hatch" and "Closed hatch" will work.