Click here to return to the map editor's object list
For general attributes click here
If you don't know what is an hide area, see here
Field | Description | Possible values | Type |
---|---|---|---|
name | The name of the textures you want to make disappear | Text | |
influencedByName | Name of the button you want the HideArea to effect | Text | |
hasGraphics | Enable to let the game generate a texture for the HideArea | Yes / No | |
transparencyWhenActivate | The transparency of the texture connected to the HideArea | 0 till 1 | Number |
Additional notes[ | ]
- When the hideArea is activated by a button the texture connected to the HideArea will be transparent for everyone
- If influencedByName isn't empty the hideArea will only work for the button (walking on it no longer does anything)
- If allowProceduralLevelArt is ticked on the levelConfiguration object you won't have to do anything to make the hideArea work
- If allowProceduralLevelArt isn't ticked on the levelConfiguration object you need to follow the following steps:
- Create a texture, give it a textureName and set its depth to a negative value
- Set influencedName to something like "bushHideArea0" (You can set it to whatever you want)
- Place the texture where you want the players to hide (they should be behind the texture)
- Create an hideArea and set his name to "bushHideArea0" (The same name as specied above)
- Place the hideArea at the same place of the texture and adjust its size to match the texture
- If everything is done properly, the texture you created should disappear when you enter the hideArea
- You can't activate an hideArea using the influenceOnDeath of a turret
- Always close the editor (F7) to test hideArea
- It's possible to make a texture visible only when someone is in an hideArea:
- Create a texture, set "colourCombineModeAlpha" to multiply
- Set the last box of colourRGBA to 0 (the alpha one)
- Set transparencyWhenInfluenced to 255
- The texture should be invisible except when the hideArea is active