Static Hazardz
Static Hazards, unlike (most of) the Hazards in the following Topics, do not move around; you just have to go around them, or go over them (at the proper time ). It doesn't matter which of the six areas you are working with, the entry is exactly the same, only the appearance of the hazard changes.
Area Background Tile(z)
(usually 193 & 194)
Description of the hazard
3 Lava Geyser
4 Birthday Candles
5 (115) others(?) Trap Door
6 Electrical Outlet
7 Golf Ball Geyser
8 Alien Goo Geyser
Edit Objects Dialog Box


Edit box name Keyword and description of use
Identification
ID: Calculated, after CalcCowID ... (Highly recommended!)
Buttons:
Paste
Copy
Delete
copy contentz of the clipboard into this logic (same as ctrl+v)
copy contentz of this logic into the clipboard (same as ctrl+c)
delete this logic from the map (same as ctrl+x)
Name: Optional, usually totally unnecessary
Logic: StaticHazard
Image Set: LEVEL_STATICHAZARD
Animation: Empty, used only by EyeCandy type Objectz
Location
X: Pixel location of the left edge of the logic box, + 8 (center point).
Determined by the Gruntz Level Editor at creation time.
Changed by the Gruntz Level Editor after 'nudge' or 'shove'.
May be modified by the Designer.
(Ideally, value divided by 16 should leave a remainder of 8.)
The uncovered object is alwayz centered in the tile, for any X:.
Y: Pixel location of the top edge of the logic box, + 8 (center point).
Values established in the same manner as "X:".
Z: 0 (default)
I: -1 (default)
Attributes
Score: 0 (default)
Points: 0 is the delay in milliseconds before the hazard operates for the first time.
This is normally used if you want many hazards to all have the same inactive periods, but you want to stagger their starting times.
600 (6/10ths of a second) multiples works well for most Gruntz.
See GruntStartingPoint for information about how fast different Gruntz travel.
Small, odd timez, such as 333 millisecondz make almost impassable hazardz.
Smarts: 0 (default)
Powerup: 0 (default)
Damage: 0 is the time in milliseconds that the hazard is inactive.
1500 would cause the hazard to be inactive for 1-1/2 seconds.
Small, odd timez, such as 333 millisecondz make almost impassable hazardz.
This is useful, in creating StaticHazard mini-puzzles (limitz possible routez).
The route you intend has 'normal' valuez (multiples of the Gruntz' movement speed).
Health: 0 (default)
Speed X: 0 (default) ... X Tile coordinate, calculated, after CalcCowID ... (Highly recommended!)
Speed Y: 0 (default) ... Y Tile coordinate, calculated, after CalcCowID ... (Highly recommended!)
Face Dir: 0 (default)
X Min: 0 (default)
X Max: 0 (default)
Direction: 0 (default)
Y Min: 0 (default)
Y Max: 0 (default)
Speed: 0 (default)
Buttons:
CalcCow
CalcId

CalcCowID
Calculate "Speed X:" and "Speed Y:"
Calculate "ID:" based upon the "Speed X:" and "Speed Y: valuez

Calculate "Speed X:", "Speed Y:" and "ID:" based upon those valuez for this logic
Other
Buttons:
Rects...
Points...
Flags...
Hits...
User...
Misc>...
Associate TileTrigger(z) to TileTriggerSwitch(ez), etc.
Not used for the game of Gruntz
A few are useful for the game of Gruntz
Not used for the game of Gruntz
Not used for the game of Gruntz
Not used for the game of Gruntz
Common area
Buttons:
<<Prev
OK
Next>>
Accept changes and go to previous object logic defined
Accept changes
Accept changes and go to next object logic defined