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.
