18 — Reveal zone of waypoint...
Uncovers every cell of the playable area that shares the waypoint's crusher movement zone.
Editor data
- Numeric ID
18- Engine ID
TACTION_REVEAL_ZONE- Editor name
- Reveal zone of waypoint...
- Need token
NEED_WAYPOINT- Parameters
- Waypoint
waypoint
- Waypoint
- Attachment
- none
INI example
[Actions]
<TriggerID>=1,18,0,0,0,0,0,0,<Waypoint>[Actions]DemoZone=1,18,0,4,0,0,0,0,E ; trigger DemoZone uncovers the landmass holding waypoint 4, whose label is EThe number 4 is the waypoint whose zone the action reads. The trailing E is the same waypoint written as its label, in the field an editor fills in.
Valid values
- A scenario waypoint. The action reads it from the waypoint number the line carries, not from the waypoint name at the end of the line.
Caveats
- A line whose number field is
0works from waypoint0, whatever waypoint the name at the end of the line gives. Where the scenario places no waypoint0, the zone read is that of the cell at0,0, which lies outside the playfield. - Only cells inside the playable area are walked, so ground of the same zone out in the map's border stays covered.
- The number field is where the engine writes this waypoint as well as where it reads it, so the number a line carries there survives the engine writing the scenario out again. The name at the end of the line is written from a separate field, which is the one an editor is prompted to fill in and the one that the actions reading a waypoint from the end of the line work from.
- The zone compared is the one a crusher would path through, which is not the zone every kind of object uses, and every cell that answers to it is uncovered however far it lies from the waypoint.