Workshop - Step 12

# Step 12:
Build in items and switches

| Overview
| Build in items
| Build in switches

Overview

### Overview

We want to fix a key and two other items within the level. Let's start.

Items

### Build in items

Please open againg the sector window. Change to sector 0 und set the edit mode for items and switches (e. g. using the menu entries [Edit] [Items and switches] ).

Within the yellow circle please create an item by holding down the CTRL (Control) key and clicking with the left mousebutton.

Mark (select) the item by clicking with the left mousebutton on the new created point. Call up the popup menu with the right mousebutton and select the menu entry Edit attributes.

Now you have the possibility to change every single attribut for the new created item. You have do edit much before you get a red key. The dialog is also explained in the reference.

So there's a simple procedure. First you have to select the function/action of the item, which the Running engine should execute. This can be done in the frame General. Set the attribut for Type to Red key. Then click on the button Apply - and all attributes for this item are taken from the predefined red key. The floor height (lower edge of the item) is set automatically to the floor height of the sector field within the item has been set. Close the dialog with the button OK.

The build in of a big medikit in sector 2 is a simple as it was for the red key. Change to the sector 2 (CTRL+E). Create a new item, call the popup menu and select Edit attributes. Set the type of the new item to big medikit (take the right one) and apply the attributes of the predefined big medikit to this one. Close the dialog with the button OK.

Items and switches with no animation are displayed correctly in the preview:

Switches

### Build in switches

(Simple) switches differ from items in some cases:

- The playes sees an item always from the front side. A switch can be seen from all sides and doesn't rotate like a item.
- Switches must be activated by pressing space. Items are always picked up (except you still have picked up the item), switches remain on their original position (some switches can be activated several times).
- Switches can be changed to multi-switches, see the corresponding step in the workshop.

We now want to create a (simple) switch. Activating the switch the player should get some ammunition.

Change again to sector 0 and create a new item within the yellow circle. Mark (select) the item and call the menu entry Edit attributes within the popup menu (remember: right mousebutton for the popup menu).

We have to build the switch manually in the now appearing dialog:

- The selected point is not an item, but a switch.
- The action of the switch you have to set in the combobox Type. Set Ammunition #1 (fixed). Do not click on the button Apply, there is no predefined item for Ammunition #1 (fixed). Also this is a switch and not an item.

- Set the height of the switch to 168 (height of the lower edge of the texture). This are 40 pixel more than the floor height of the room (128).
- Set the Angle to 128.
- Set the Pick up diameter to 64 (standard).

- Edit the attributes for the texture as shown. The switch does not change its texture when it becomes activated. If so, we would define the switch as multi-switch.

Let all values empty - the switch always is visible.

- Here also leave all fields empty. If you would set the type of the switch to Ammunition #1, you have to enter in slot 1 the number of ammunition #1 the player gets. Take a look at the reference.

There's one thing you must know (and edit). The switch is created just on the line of the wall. You have to move the switch one pixel up. This can be done in the following way: Deactivate the snap by clicking on Snap: xx in the status bar. Set the zoom factor to 2 or 4 by clicking on Zoom: xx in the status bar. Mark (select) the item, call the popup menu and select Move item. Now please move the item exactly one pixel up.

Do not forget to reset the values for Snap and Zoom by clicking again on the several fields in the status bar.

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