B2 Multi-Car Subway
This effect is more of an expansion of the Single-Car Subway. You can create things like trains using Multi-Car Subways.
Create a Single-Car Subway. If you followed my tutorial example, you should have something a bit like this:
Create another car sector behind the first. Give it the same Hi-Tag you gave the first car (if your first car was tagged [1,0]
, then tag the car behind it [1,0]
, etc).
Place the following sprites inside your new car sector: S[0,14]
(Sp[0,Speed]). The angle of the S
indicates the front of your car. When placing the S
, remember that it will overlap the upcoming L+
, then acts as a pivot point for the subway car if it needs to turn to reach the next L+
. Although the Sp
is optional, I recommend using it so your subway cars won't travel too fast or too slow and go through the walls of your track.
Notes:
- The car with the
S[StartingLocator,6]
will act as the "engine" for the other cars
- You can have more than one car following the engine, but they all must have the same Hi-Tag as the engine
- The subway cars must start in the track sector
- The track cannot be split into multiple sectors
- Sprites will only move with the engine if they are contained in the sector with the
S[StartingLocator,6]
- Sprites will only move with a trailing car if they are contained in the sector with the
S[0,14]
- Vehicles can't move up or down slopes
- It is strongly recommended to make your engine and trailing cars run at the same speed. So if you used an
Sp
sprite in the engine, make sure you place an Sp
with the same Speed value in the trailing cars!
- The engine will move slightly faster than the trailing cars, so it is strongly recommended to have at least one Locator with a Hi-Tag of 1 (which causes a brief pause allowing the trailing cars to catch up to the engine!)
- A subway car with a parallaxed floor or ceiling will shoot rockets at any visible players (It's a bit complicated, check the circling spaceship that shoots rockets in E2L1.MAP to get a better idea how it works). Give the ceiling or floor any palette other than 0 to cancel this effect and still be able to use parallaxation (a palette of 3 works well)
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