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QuickWarpArea
Note: This page only applies to Galaxy Level Engine Version 3 and up
QuickWarpArea is a handy area that lets you teleport the player to various locations in the galaxy. Unlike SceneChangeArea, QuickWarpArea is limited to the galaxy that you are currently in. It cannot change the galaxy that you're in.
| Field | Type | Status | Description |
|---|---|---|---|
| ObjArg0 | INT32 | NEW | The GeneralPos ID to warp to. If ObjArg7 is NOT -1, this arg specifies the GeneralPos ID search start ID. If the GeneralPos cannot be found, the player will be warped to Global 0,0,0 |
| ObjArg1 | INT32 | NEW | Warp Delay in frames (60 = 1 second) The amount of time that the screen holds the wipe for after closing. |
| ObjArg2 | INT32 | NEW | The wipe animation to use when first entering the area. -1 = White Fade 0 = Black Fade 1 = Circle 2 = Mario Head 3 = Bowser Head 4 = Game Over |
| ObjArg3 | INT32 | NEW | The amount of time it takes in frames for the entrance wipe to complete. (60 = 1 second) Wipe Types 3 (Bowser Head) and 4 (Game Over) are not supported. |
| ObjArg4 | INT32 | NEW | The wipe animation to use after being warped. -1 = White Fade 0 = Black Fade 1 = Circle 2 = Mario Head Wipe Types 3 (Bowser Head) and 4 (Game Over) do not support opening and therefore cannot be used here. |
| ObjArg5 | INT32 | NEW | The amount of time it takes in frames for the exit wipe to complete. (60 = 1 second) |
| ObjArg6 | BITFIELD | NEW | Various Settings: -1 / 0 = No special settings (default) 1 = Display LoadIcon during the Warp Delay 2 = Remove the player's current powerup 3 = Display LoadIcon during the Warp Delay and remove the player's current powerup 4 = Enable Cameras 5 = Display LoadIcon during the Warp Delay and Enable Cameras 6 = Remove the player's current powerup and Enable Cameras 7 = Display LoadIcon during the Warp Delay and remove the player's current powerup and Enable Cameras |
| ObjArg7 | INT32 | NEW | Range Operator. If set to something other than -1, defines the GeneralPos ID search end ID. This is inclusive. THIS VALUE MUST BE GREATER THAN ObjArg0 AT ALL TIMES |
| GeneralPos | GeneralPos | NEW | The format for General Positions is QuickWarpPos%d. Replace %d with a number (Example: QuickWarpPos23) |
Note: If the player enters a QuickWarpArea, but dies before the warp is completed, the QuickWarpArea effects will be cancelled, and the player will die.
Note: The max number of SceneChangeArea's and QuickWarpArea's that can be in a single level is 64. That means the total number of SceneChangeArea and the total number of QuickWarpArea combined cannot exceed 64. Any more and the game will crash.
The Range Operator (ObjArg7) lets you teleport Mario to the nearest GeneralPos within a certain range of GeneralPos IDs.
For example, lets say that you have a QuickWarpArea with ObjArg0 = 20, and ObjArg7 = 25. When the player enters the QuickWarpArea, the GeneralPos that is selected will be the closest one from the following list:
- QuickWarpPos20
- QuickWarpPos21
- QuickWarpPos22
- QuickWarpPos23
- QuickWarpPos24
- QuickWarpPos25
If one of these does not exist, it will be skipped. At least one must exist in order to function properly.
You can assign each GeneralPos that is used by QuickWarpArea a camera if you enable cameras with ObjArg6.
Both ObjArg1 and the evfrm of the assigned camera must be greater than 0 in order for there to be enough time for the camera to activate.
The Camera ID format is QuickWarpPos%d (the same as the GeneralPos name), though because these are event cameras, e: must be added as a prefix.e:QuickWarpPos0 for example, will belong to the GeneralPos with the name QuickWarpPos0.
The camera assigned to the GeneralPos will be the one that's used by any QuickWarpArea that has cameras enabled and uses that GeneralPos.
The Range Operator also supports using Cameras. The camera that is used is the camera for the GeneralPos that was chosen.
All GeneralPos used with a Camera Enabled Range Operator must have a camera defined. If no camera is defined, a default one is used. It is not just ignored.
If you would like the camera to be ignored, define a camera with it's evfrm value set to -1. It should be ignored then.
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