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Section 4 - The Monkey Swing

Creating the Monkey Swinging surfaces is very simple and somewhat similar assigning climbing surfaces. Like climbing surfaces, you must use an appropriate texture so the player will know the surface is active; and also like climbing surfaces, the Monkey Swing surface must be assigned to the nearest floor under the intended path. The demo model provides a good example of a Monkey Swing surface that must be applied in two different rooms (because the floor below is located in two different rooms).

Adding a Monkey Swing to your Stacked Rooms

1. Go to room “Stack Top X” and in the PLAN VIEW grid, select the row of squares for the Monkey Swing. (Remember a selection grabs both floor and ceiling squares.)

2. Now click the peach colored MONKEY button from the Room Edit buttons. You will see a row of peach squares the width of your room.

3. Look at “Stack Top X” in the EDITOR WINDOW. You will see the row of peach squares across the ceiling (except where the dark green square of the wall climbing texture overrides the Monkey Swing…even though it doesn’t show up, the Monkey Swing has been applied and will make the ceiling square active). You will also see a peach colored square on the east (right) platform, but because the floor in this room is a portal to another room, you will need to find the corresponding path on the floor below the “missing” section...in this case, the floor in the water room! Use your target cursor (ALT Z) to get down there to set the path.

In short, the path must be continuous and it must always be assigned to the closest floor below…in a complex model with many stacked rooms, you might have to set your path in several different rooms, at several different elevations.

If you haven’t assigned a Monkey Swing path correctly, Lara will fall to the floor when she reaches the problem area.


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