The NGLE Manual
Moving
Objects with Scripts and Flipeffects
By Wayne
Scales
With TRNG we now have the power to move
statics and moveables with scripts and flipeffects to create
some really cool gameplay situations using the PARAMETERS=
command. Let's get started. First i will show you the
general PARAMETER= syntax
Parameter Syntax
Parameters= Type of parameters (PARAM_...),
IdParameterList, parameter array which goes in the level
section of the NG Scripter.
Description of syntax
Type of parameters (PARAM_...) field=
In this field you type a PARAM_ constant to describe whivh
trigger is the Parameters command. You can see the list of
PARAM_ constants in the Reference panel of NG Center
program, in MNEMONIC CONSTANTS section.
IdParameterList field= This number identifies the
PARAMETERS= command in the trigger window of ngle. So, for
your first Parameter command you will type 1, for the second
type 2 and so on...
Remark:
you can use same IdParameterList when you use two Parameters
command with different PARAM_ constant. It's necessary to
set different ID only for Parameters with same PARAM_
constant
Parameter array fields=
From this (third) parameter starts the parameters used by
trigger. The number and meaning of these parameters change
in according with PARAM_ type. You can have information
about different syntax by referencing the description of
specific PARAM_ constant in Reference panel.
Here are some possible fields for Type of parameters
(PARAM_...)
PARAM_COLOR_ITEM
PARAM_MOVE_ITEM which we will be using for this
tutorial.
PARAM_PRINT_TEXT
PARAM_ROTATE_ITEM
PARAM_SET_CAMERA
Here is the syntax we will be using to move a static or
moveable:
Syntax: Paramaters=PARAM_MOVE_ITEM,
IdParamList, Flags (FMOV_...), IndexItem, Direction
(DIR_...), Distance, Speed, MovingSound, FinalSound
Field Descriptions
IdParamList field
This is a progressive number to identify this
"Parameters=PARAM_MOVE_ITEM" command script in trigger
window of ngle. You'll type 1 for your first PARAM_MOVE_ITEM
command, 2 for second etc.
Flags (FMOV_...) field
You can set one or more FMOV_ values linked with + (plus)
sign. See description in Reference panel to get description
of different FMOV_ flags.
Remark: you can type IGNORE in
this field if you don't wish use any flag. For example,
FMOV_HEAVY_AT_END, this could be used if you want to move a
static onto a death tile and make it explode using a
flipeffect.
IndexItem field
This is the index you can read in yellow frame when you
click over an object in NGLE program.
Remark: you can
use static or moveable anyway but you have to use the
correct flipeffect in accordance with the static or moveable
nature of the item.
About statics, remember statics are owned
within the room they are placed and for this reason you
should avoid moving statics outwith the bounds of the room.

Direction (DIR_...) field
You have to choose one DIR_ constant to set the direction of
moving. See the DIR_ list in reference panel of NGCenter
program, you find it in _MNEMONIC CONSTANTS section. Eg.
DIR_SOUTH
Distance field
In this field you set the distance of moving. The used units
have as reference 1 sector = 1024, hence, 512 is
half-sector, 256 is a click etc. I suggest you always use a
multiple of 256 (one click) to avoid trouble. The max value
you can type for distance is 64512, corresponding to 63
sectors.
Speed field
The speed value is the number of units that will be added to
the current position to move the item. The used units are
the same as Distance field: 1 click = 256 units. Remember
that to this speed will be added 30 times for each second,
so it's better to not exaggerate big values as speed. A
reasonable speed is enclosed in the range from 8 to 64.
Remark:
It's advisable to set as speed a value that is a perfect
multiple of distance, otherwise there will be a bit error in
computing the final distance.
Moving sound field
Optional. If you wish to play a sound effect in looped mode
while the item is moving type a number of a sound effect
here. You will find the list of sound effects in reference
panel of NG Center, in the section named "SOUND SFX indices
list".
Remark: if you
don't wish any sound type IGNORE in this field.
Final sound field
Optional. If you wish to play a sound effect when the item
reaches the final position, type a number of a sound effect
here. You will find the list of sound effects in reference
panel of NG Center, in the section named "SOUND SFX indices
list".
Remark: if you
don't wish any sound type IGNORE in this field.
Study the fields and get familar with what each one
achieves. Here is a script command that I have used to move
a knight. You can also see it in the pic above.
Parameters=PARAM_MOVE_ITEM, 1 ,FMOV_HEAVY_AT_END, 1206,
DIR_NORTH, 1024, 16, 71, 143;Knight 1
Remark: If you
type ; at the end of a script entry, the NG Center
will allow you to type anything you want after that. As you
can see I have ; Knight 1, it's just handy to keep track of
things if your script get's realy long!
If you were to use this command, you would have to change
the "1206" as that is the object ID of my knight. All you
have to do is replace this with the id of the object that
you want to move.
Now build your script and it's time to open ngle. Because my
object is a static I use this flipeffect to move it:

If you want to move a moveable you would use
this flipeffect:

While you're at it you can take a look at
other flipeffects to see what can be achieved through the
parameter command.
That's it! Trigger your flipeffect and check out the
results. Have fun experimenting with all the different
fields for this command.
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