Subway Vehicles can be used to carry sprites around the map, including the player.
Subway Engine
Make the track for your subway engine. The track cannot be split into multiple sectors! The small sector attached to it is just for the player to start in.
Create your subway engine (keeping in mind that it has to fit
through the track without going through the walls). Raise or lower its
floor/ceiling to the desired height. Use the R
key on the floor or ceiling if they are supposed to move with the engine. Tag it [EngineNumber,0].
EngineNumber
is the number of the engine in your map. If this is the
first subway engine, set EngineNumber
to 1. If this is the second
subway engine, set EngineNumber
to 2, etc. When you start making more
complex Subway Vehicles, you can implement nested sectors in the
vehicle, but we'll keep things simple for the present.
Place a series of L+[Pause,VisitingOrder]
throughout the track. Pause
can have two values: [0] = no pause, or [1] = pause at Locator for five seconds. VisitingOrder
is the order that
each Locator is visited, beginning with 0. The first L+
is given a value of 0, the second L+
is given a value of 1, etc. When the subway engine reaches the final
Locator, it automatically loops back to the one with a Lo-Tag of 0.
Place an S[StartingLocator,6]
(Speed[0,Speed]
) in the subway engine. When placing the S
, keep in mind that it will overlap the upcoming L+
, and then act as a pivot point if the subway engine has to turn to reach the next L+
. The angle of the S
indicates the front of the vehicle. Set StartingLocator
equal to the Lo-Tag value of the first L+
the engine will visit.
Subway Trailing Cars
Trailing cars will follow a subway engine. Assuming you've
already followed the steps above, create a trailing car behind the
engine. Give it the same Hi-Tag as the engine (if the engine was tagged
[1,0]
, then tag the trailing car [1,0]
).
Place an S[StartingLocator,14]
in the trailing car. StartingLocator
must be the same value as it is in the subway engine. When placing the S
, keep in mind that it will overlap the upcoming L+
, and then act as a pivot point if the trailing car has to turn to reach the next L+
. The angle of the S
indicates the front of the vehicle. If you used a Speed
in the subway engine, the trailing car will automatically run at the same speed.
Notes:
- The Subway Vehicle's sound effects are automatic.
- You can have multiple trailing cars following the engine, but they all must have the same Hi-Tag as the engine.
- All Subway Vehicles must start in the track sector, and the track cannot be split into multiple sectors.
- All nested sectors within a Subway Vehicle must have the same
EngineNumber
Hi-Tag. - Sprites will only move with a Subway Vehicle if they are in the sector containing the
S
. - The engine will move slightly faster than the trailing cars, so it is strongly recommended to have at least one 'pause' Locator with a Hi-Tag of 1.
- Vehicles cannot travel up or down slopes.
- You cannot place RPVs and Subway Vehicles in the same map.
- A Subway Vehicle with a parallaxed floor will shoot rockets at the player. Assign the floor a palette value greater than 0 (3 works great) to nullify this effect.