===== Serious Sam: The Second Encounter - Classes Extender =====
Classes:
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1) Range Explosion - creates explosions. When the entity is activated, it creates a giant explosion with all the visual effects and certain damage! Thanks to it you can create f.e. explosive flammable barrels, bombs, destructive objects without using Damagers or Effectors, and so on. Now you can forget about Eruptors and Triggers, because this entity already contains all that you need.
* Damage - damage caused by explosion
* Fall-off - radius of explosion. The closer you're to the explosion epicenter, the more damage you get.
* Hot-spot - area, where everything gets THE MAXIMUM damage. If you turn the Damage to "200", then everything including the player, enemies, models in the hot-spot will get 200 damage points. This parameter can't be bigger than Fall-off.
* Max Trigs - the number of times when the explosion can be used. F.e. if you enter "3", this object can explode only three times. To use this object multiple, infinite times just enter "-1".
* Shake Fade – not yet finished option. It's simply a shake effect to make the explosions more realistic, like “Shake It Baby” in Effect Maker. This option allows you to setup the fade of the shake. If you wanna make the shake longer and heavier, point out the negative value (don't enter the value lower than -3, or the camera will be flying out of the brushes borders), to make it small – enter positive values. I plan to remove this option in the future as it shakes only up and down, while other parameters can't be changed at all. Better use Effect Maker to make the shake, just attach it to the same Trigger, as our Explosion object.
* Size Multiplier – the size of explosion effect. 1 – normal size; to make the explosion smaller, enter a fractional number less than 1 (f.e. 0.5 – two times smaller), to make it bigger... well, I hope you understand already.
* Type – type of explosion effect. There are three of them in total – Rocket, Grande, Cannonball. This parameter doesn't affect the damage, but affects the shake. F.e., "Cannonball" effect cause a bigger shake.
* Waiting Time – waiting time before the explosion, without the need to setup a Trigger.
2) Player Parenter – this entity allows you to parent ANY other object to the player or player to any other object! If you played Lost Life, you'll know the trick! =) F.e. you can make Sam to carry objects, move turrets, create a flashlight and so on. Depends only of your imagination!
* Entity to Parent – here you can select the object to parent to player. It can be model, moving brush, light - everything you want.
* X Offset, Y Offset, Z Offset – position of the selected object in relation to player. F.e., if you want the object to move шт front of you, enter X=0, Y=0, а Z=-2. Just experiment.
* Heading Offset, Pitch Offset, Banking Offset – rotation of the selected object in space in relation to the player. Heading - rotation around its axis, Pitch и Banking – tilts forward and backward, left and right. F.e.: a book was lying on the table horizontally, you want to pick it up and hold in your hands on the diagonal – that's where these parameters will be useful!
* Adjust Rotation – active by default – means that the book will be turned to the player coordinates after you "take" it. If deactivated, won't be turned.
* Teleport to player – if activated, then selected in "Entity to Parent" object will be moved to the player.
* Copy Entity – doesn't parent the object itself, but creates its copy and parent it instead.
* Parent Player to Entity – instead of paprenting the entity to the player, this option will parent the player to the object. F.e. Sam was taken hostage by the enemies; they throw him somewhere, and player simply can't resist and move away.