Trigger Scenery is a JCS Event. It’s used to create sceneries that change when a specific crate is destroyed or when the player occupy a specific area. It is used primarily for making things appear and viceversa, opening and/or closing them, unlocking areas, etc. There are 2 ways to activate this event: Trigger Crates and Trigger Zones. To create a simple Trigger Scenery, first create an animated tile with two frames: the first one is the initial state, the second one is the triggered state. You can put animation speed to 0, but it’s not required to work. Then copy this animated tile in the position you prefer and set the Trigger Scenery event on it, selecting the TriggerID you prefer. Then set the Scenery Trigger Crate or Trigger Scenery event somewhere else with the TriggerID parameter set to the same value.
1. Create an animated tile in which the first frame is the wall tile and the second frame is the empty tile.
2. Set the animation speed to 0 FPS. (Not necessary)
3. Place that animation somewhere on your future wall in Layer 4.
4. Put the event “Trigger Scenery” on it. Be careful on what ID you use: remember that a Trigger Crate/Zone when activated, triggers all the Trigger Sceneries with the same ID!
5. Create your wall using this tile and the B shortcut.
6. Put the Trigger Crate event somewhere in Layer 4 and enter the TriggerID.
8. Test the level. If you go to the wall, you will see there is nothing interesting to see. Now go to the place where you have placed the Trigger Crate and destroy it. Now go back to the wall: it should have disappeared.
NOTE: You can use an empty tile as the first tile and solid scenery as the second tile when creating an animation for Trigger Scenery. This way the obstacle will appear when triggered, instead. You can use this to make walls appear, close areas, build bridges, etc.
See also: Trigger Sceneries on JCSref
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