Jump to content

Essentials Series/Tikis and Enemies: Difference between revisions

no edit summary
m (Seil moved page Essentials series/Tikis and Enemies to Essentials Series/Tikis and Enemies without leaving a redirect)
No edit summary
Line 3:
 
== Placing Tikis and Enemies ==
You can simply use one of the [[../Asset Templates/|templates]] to place the tiki or enemy you want in the level. Enemies and tikis are [[VIL]] assets. Place them in the Default layer of the HIP. If an object of that type already existed in the level (such as a Fodder or Floating Tiki in JF01), they will function immediately. However, if you're adding a new one (such as a Chuck in JF01, or anything to a new level which you made starting from the blank HIP/HOP as detailed in [[../Custom Models/]]), you must import the HIP of the enemy to the level's HOP, otherwise the game will crash!
 
=== Other Games ===
Line 20:
 
=== Chuck, Monsoon and Slick ===
These enemies have two templates each, one with a [[TRIG|trigger]] and one without. Unlike other enemies, which use move points to detect the player, these only use the move points to move, and detect the player through [[../Links/|events]], which can be sent by triggers or even other assets. If you place the template that doesn't include a trigger, you have to create the events for the enemies yourself in other assets, otherwise the enemy might be targetting the player 100% of the time!
 
=== Moving along a path ===
Cookies help us deliver our services. By using our services, you agree to our use of cookies.