THE ALIENS MODULE
The Aliens
module is divided into four parts, described below. To activate the editor
for one of the parts, just click on the button bearing the part's name at the
top of the window.
General Note: A value of -1 (negative one) nearly
always means "NONE".
ATTACKS
Melee and Ranged Attack:
The melee (hand-to-hand) and ranged attack editors
have the same format, since they have the same data. The melee attack is used
if the alien is right next to an enemy, the ranged attack if not.
-Type: This is the name of a
Shot (Projectile) type. One of these will be created when the
attack is launched.
-
Repetitions: How
many times the shot will be created in one attack. Contrast with Attack
Frequency, below.
- Error: Maximum error for the attack,
in degrees out of a 512¡ circle.
- Range: Maximum range
at which the attack will be launched.
- Attack Shape:
The
shape used for the alien during the attack. (See Graphic
Collection, below)
-
dx, dy, dz: The offset from the alien's current location at
which the shot is created.
Attack
Frequency: The number of 30th-of-a-second ticks between
attacks.
Impact Effect: The Effect type created when the
alien takes a hit from a projectile.
Melee Impact Effect:
The Effect type created when the alien takes a melee hit.
Shrapnel
Damage:
- Shrapnel Radius: The distance at
which
other characters take damage from shrapnel.
- Damage Type:
The
type of damage created by
the alien's shrapnel (see Flags)
- Damage Base: The base
amount of damage inflicted by the alien's
shrapnel.
-
Damage Random: The maximum extra random damage inflicted by the alien's
shrapnel.
SOUNDS AND SHAPES
Graphic
Collection: Marathon's graphics are stored in "collections",
each of which is divided
further into "shapes." A shape may consist of more than one image,
or frame of animation, however. This popup determines which collection is used
for the alien.
Color Table ID: Some collections have more
than one color table available. This allows aliens to have the same shape,
but a different color (saving lots of disk space).
Shape Descriptors:
The shape number used for various alien positions and actions.
Sounds:
Each
of these numbers if the ID of a 'snd ' resource stored in the Marathon
Sounds
file. To properly edit these values, you should probably open the sounds
file in ResEdit and have it available for reference.
- Activation Sound:
Played when the alien comes out of sleep
- Conversation Sound:
The sound aliens make when they talk to each other
- Flaming Sound: The sound it makes when you TOZ-T it.
- Random Sound:
- Random Sound Mask:
The mask is compared to the timing tick to see when a new random sound
is to be generated. Lower numbers here mean more frequent random sounds.
FLAGS
Flags
are simple on-off switches that change an alien's
behavior and characteristics. They're all pretty self-explanatory.
Every
character has a class which is used to determine friend-or-foe
relationships with the other
characters. The class popup sets the alien's class, and the Friends
and Enemies checkboxes determine which other characters
will be attacked and which will not.
MISCELLANEOUS
Vitality:
How much damage it can take before dying.
Intelligence:
How far an alien can follow its target before
losing a lock.
Speed:
How fast it moves.
Gravity: Not sure... it
appears to be the same for everybody.
Radius: How wide the
"creature-cylinder" is.
Height: How tall the "creature-cylinder"
is.
Half-visual arc: How wide the
alien's field of view is.
Half-vertical visual arc: And how
wide it is vertically...
Visual Range: How far away another
character can be seen
Dark
Visual Range: How far away another character can be seen in
the dark
Door Retry Mask: How often it retries doors (-1 if
it doesn't open doors)
Preferred Hover Height: Assuming that
the alien can fly, the height at which it prefers to stay.
Minimum
Ledge Delta: The largest negative jump the alien can make off a ledge.
Maximum
Ledge Delta: The largest positive jump the alien
can make up a ledge.
Terminal
Velocity: Maximum velocity.
Carrying Item Type:
The item that the alien drops when it dies.
Immunities and
Weaknesses: Certain damage types that the alien either
takes no damage from or takes much more damage from (see Damage Type in Attacks,
Technical note:Internally,
the Aliens module is the monster module ('mons').