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013da74762
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f480638066 |
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asset_dev/props/shelves/wire_shelves.blend
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asset_dev/props/shelves/wire_shelves.blend
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asset_dev/props/shelves/wire_shelves.blend1
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asset_dev/props/shelves/wire_shelves.blend1
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asset_dev/props/shelves/wire_shelves.ubpd
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asset_dev/props/shelves/wire_shelves.ubpd
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assets/props/wire_shelves/wire_shelves.mtl
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assets/props/wire_shelves/wire_shelves.mtl
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# Blender 4.3.2 MTL File: 'wire_shelves.blend'
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# www.blender.org
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392
assets/props/wire_shelves/wire_shelves.obj
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assets/props/wire_shelves/wire_shelves.obj
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# Blender 4.3.2
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# www.blender.org
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mtllib wire_shelves.mtl
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o Shelves
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assets/props/wire_shelves/wire_shelves_N.png
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Normal file
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assets/props/wire_shelves/wire_shelves_N.png.import
Normal file
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Normal file
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Normal file
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|
||||||
@ -95,12 +96,6 @@ size = Vector3(0.8, 1, 1.5)
|
|||||||
[sub_resource type="ConcavePolygonShape3D" id="ConcavePolygonShape3D_dwjsf"]
|
[sub_resource type="ConcavePolygonShape3D" id="ConcavePolygonShape3D_dwjsf"]
|
||||||
data = PackedVector3Array(-0.4, 0.5, 0.75, 0.4, 0.5, 0.75, -0.4, -0.5, 0.75, 0.4, 0.5, 0.75, 0.4, -0.5, 0.75, -0.4, -0.5, 0.75, 0.4, 0.5, -0.75, -0.4, 0.5, -0.75, 0.4, -0.5, -0.75, -0.4, 0.5, -0.75, -0.4, -0.5, -0.75, 0.4, -0.5, -0.75, 0.4, 0.5, 0.75, 0.4, 0.5, -0.75, 0.4, -0.5, 0.75, 0.4, 0.5, -0.75, 0.4, -0.5, -0.75, 0.4, -0.5, 0.75, -0.4, 0.5, -0.75, -0.4, 0.5, 0.75, -0.4, -0.5, -0.75, -0.4, 0.5, 0.75, -0.4, -0.5, 0.75, -0.4, -0.5, -0.75, 0.4, 0.5, 0.75, -0.4, 0.5, 0.75, 0.4, 0.5, -0.75, -0.4, 0.5, 0.75, -0.4, 0.5, -0.75, 0.4, 0.5, -0.75, -0.4, -0.5, 0.75, 0.4, -0.5, 0.75, -0.4, -0.5, -0.75, 0.4, -0.5, 0.75, 0.4, -0.5, -0.75, -0.4, -0.5, -0.75)
|
data = PackedVector3Array(-0.4, 0.5, 0.75, 0.4, 0.5, 0.75, -0.4, -0.5, 0.75, 0.4, 0.5, 0.75, 0.4, -0.5, 0.75, -0.4, -0.5, 0.75, 0.4, 0.5, -0.75, -0.4, 0.5, -0.75, 0.4, -0.5, -0.75, -0.4, 0.5, -0.75, -0.4, -0.5, -0.75, 0.4, -0.5, -0.75, 0.4, 0.5, 0.75, 0.4, 0.5, -0.75, 0.4, -0.5, 0.75, 0.4, 0.5, -0.75, 0.4, -0.5, -0.75, 0.4, -0.5, 0.75, -0.4, 0.5, -0.75, -0.4, 0.5, 0.75, -0.4, -0.5, -0.75, -0.4, 0.5, 0.75, -0.4, -0.5, 0.75, -0.4, -0.5, -0.75, 0.4, 0.5, 0.75, -0.4, 0.5, 0.75, 0.4, 0.5, -0.75, -0.4, 0.5, 0.75, -0.4, 0.5, -0.75, 0.4, 0.5, -0.75, -0.4, -0.5, 0.75, 0.4, -0.5, 0.75, -0.4, -0.5, -0.75, 0.4, -0.5, 0.75, 0.4, -0.5, -0.75, -0.4, -0.5, -0.75)
|
||||||
|
|
||||||
[sub_resource type="BoxMesh" id="BoxMesh_mcskc"]
|
|
||||||
size = Vector3(0.8, 2.5, 3)
|
|
||||||
|
|
||||||
[sub_resource type="ConcavePolygonShape3D" id="ConcavePolygonShape3D_2ybo5"]
|
|
||||||
data = PackedVector3Array(-0.4, 1.25, 1.5, 0.4, 1.25, 1.5, -0.4, -1.25, 1.5, 0.4, 1.25, 1.5, 0.4, -1.25, 1.5, -0.4, -1.25, 1.5, 0.4, 1.25, -1.5, -0.4, 1.25, -1.5, 0.4, -1.25, -1.5, -0.4, 1.25, -1.5, -0.4, -1.25, -1.5, 0.4, -1.25, -1.5, 0.4, 1.25, 1.5, 0.4, 1.25, -1.5, 0.4, -1.25, 1.5, 0.4, 1.25, -1.5, 0.4, -1.25, -1.5, 0.4, -1.25, 1.5, -0.4, 1.25, -1.5, -0.4, 1.25, 1.5, -0.4, -1.25, -1.5, -0.4, 1.25, 1.5, -0.4, -1.25, 1.5, -0.4, -1.25, -1.5, 0.4, 1.25, 1.5, -0.4, 1.25, 1.5, 0.4, 1.25, -1.5, -0.4, 1.25, 1.5, -0.4, 1.25, -1.5, 0.4, 1.25, -1.5, -0.4, -1.25, 1.5, 0.4, -1.25, 1.5, -0.4, -1.25, -1.5, 0.4, -1.25, 1.5, 0.4, -1.25, -1.5, -0.4, -1.25, -1.5)
|
|
||||||
|
|
||||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_yvs0w"]
|
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_yvs0w"]
|
||||||
resource_local_to_scene = true
|
resource_local_to_scene = true
|
||||||
albedo_texture = ExtResource("13_glbip")
|
albedo_texture = ExtResource("13_glbip")
|
||||||
@ -1332,23 +1327,11 @@ collision_layer = 5
|
|||||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Counter2/StaticBody3D"]
|
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Counter2/StaticBody3D"]
|
||||||
shape = SubResource("ConcavePolygonShape3D_okeuk")
|
shape = SubResource("ConcavePolygonShape3D_okeuk")
|
||||||
|
|
||||||
[node name="Shelves" type="MeshInstance3D" parent="Props"]
|
[node name="WireShelves" parent="Props" instance=ExtResource("15_jnjru")]
|
||||||
transform = Transform3D(-4.37114e-08, 0, -1, 0, 1, 0, 1, 0, -4.37114e-08, 2.9, 1.25, -13)
|
transform = Transform3D(-4.37114e-08, 0, -1, 0, 1, 0, 1, 0, -4.37114e-08, 2.9, 0, -13)
|
||||||
mesh = SubResource("BoxMesh_mcskc")
|
|
||||||
|
|
||||||
[node name="StaticBody3D" type="StaticBody3D" parent="Props/Shelves"]
|
[node name="WireShelves2" parent="Props" instance=ExtResource("15_jnjru")]
|
||||||
|
transform = Transform3D(-4.37114e-08, 0, -1, 0, 1, 0, 1, 0, -4.37114e-08, -0.400001, 0, -13)
|
||||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Shelves/StaticBody3D"]
|
|
||||||
shape = SubResource("ConcavePolygonShape3D_2ybo5")
|
|
||||||
|
|
||||||
[node name="Shelves2" type="MeshInstance3D" parent="Props"]
|
|
||||||
transform = Transform3D(-4.37114e-08, 0, -1, 0, 1, 0, 1, 0, -4.37114e-08, -0.400001, 1.25, -13)
|
|
||||||
mesh = SubResource("BoxMesh_mcskc")
|
|
||||||
|
|
||||||
[node name="StaticBody3D" type="StaticBody3D" parent="Props/Shelves2"]
|
|
||||||
|
|
||||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Shelves2/StaticBody3D"]
|
|
||||||
shape = SubResource("ConcavePolygonShape3D_2ybo5")
|
|
||||||
|
|
||||||
[node name="Cupboard" parent="Props" instance=ExtResource("11_5abrm")]
|
[node name="Cupboard" parent="Props" instance=ExtResource("11_5abrm")]
|
||||||
transform = Transform3D(1, 0, 0, 0, 0.965926, -0.258819, 0, 0.258819, 0.965926, -4, 2.02276, -8.6)
|
transform = Transform3D(1, 0, 0, 0, 0.965926, -0.258819, 0, 0.258819, 0.965926, -4, 2.02276, -8.6)
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
[gd_scene load_steps=44 format=3 uid="uid://dc4tts6342cuj"]
|
[gd_scene load_steps=45 format=3 uid="uid://dc4tts6342cuj"]
|
||||||
|
|
||||||
[ext_resource type="Script" uid="uid://dmbdkydqnbyqv" path="res://levels/prop_test/prop_test.gd" id="1_ibd1t"]
|
[ext_resource type="Script" uid="uid://dmbdkydqnbyqv" path="res://levels/prop_test/prop_test.gd" id="1_ibd1t"]
|
||||||
[ext_resource type="PackedScene" uid="uid://bwe2jdmvinhqd" path="res://src/player/player.tscn" id="1_ml0ka"]
|
[ext_resource type="PackedScene" uid="uid://bwe2jdmvinhqd" path="res://src/player/player.tscn" id="1_ml0ka"]
|
||||||
@ -35,6 +35,7 @@
|
|||||||
[ext_resource type="Texture2D" uid="uid://gbvtbiurxrop" path="res://assets/props/vending_machine/vending_machine_R.png" id="27_8a67w"]
|
[ext_resource type="Texture2D" uid="uid://gbvtbiurxrop" path="res://assets/props/vending_machine/vending_machine_R.png" id="27_8a67w"]
|
||||||
[ext_resource type="Script" uid="uid://deg5xd87cy8rg" path="res://src/props/interactive.gd" id="28_ibd1t"]
|
[ext_resource type="Script" uid="uid://deg5xd87cy8rg" path="res://src/props/interactive.gd" id="28_ibd1t"]
|
||||||
[ext_resource type="PackedScene" uid="uid://d1kacn4b60ucy" path="res://src/ui/post_processing.tscn" id="30_qnhar"]
|
[ext_resource type="PackedScene" uid="uid://d1kacn4b60ucy" path="res://src/ui/post_processing.tscn" id="30_qnhar"]
|
||||||
|
[ext_resource type="PackedScene" uid="uid://bfm80tqsw22qc" path="res://src/props/wire_shelves/wire_shelves.tscn" id="36_hb05j"]
|
||||||
|
|
||||||
[sub_resource type="WorldBoundaryShape3D" id="WorldBoundaryShape3D_tm4v6"]
|
[sub_resource type="WorldBoundaryShape3D" id="WorldBoundaryShape3D_tm4v6"]
|
||||||
|
|
||||||
@ -437,6 +438,9 @@ visible = false
|
|||||||
[node name="Player" parent="." instance=ExtResource("1_ml0ka")]
|
[node name="Player" parent="." instance=ExtResource("1_ml0ka")]
|
||||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
|
||||||
|
|
||||||
|
[node name="WireShelves" parent="." instance=ExtResource("36_hb05j")]
|
||||||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 49.2, 0, -12)
|
||||||
|
|
||||||
[connection signal="animation_finished" from="Props/Bulkhead" to="Props/SwitchPodium/OpenSwitch" method="enable"]
|
[connection signal="animation_finished" from="Props/Bulkhead" to="Props/SwitchPodium/OpenSwitch" method="enable"]
|
||||||
[connection signal="activated" from="Props/SwitchPodium/OpenSwitch" to="Props/Bulkhead" method="toggle"]
|
[connection signal="activated" from="Props/SwitchPodium/OpenSwitch" to="Props/Bulkhead" method="toggle"]
|
||||||
[connection signal="activated" from="Props/SwitchPodium/OpenSwitch" to="Props/SwitchPodium/OpenSwitch" method="disable"]
|
[connection signal="activated" from="Props/SwitchPodium/OpenSwitch" to="Props/SwitchPodium/OpenSwitch" method="disable"]
|
||||||
|
81
src/props/wire_shelves/wire_shelves.tscn
Normal file
81
src/props/wire_shelves/wire_shelves.tscn
Normal file
File diff suppressed because one or more lines are too long
@ -137,7 +137,7 @@
|
|||||||
- [x] tank terminal
|
- [x] tank terminal
|
||||||
- [x] tank animations
|
- [x] tank animations
|
||||||
- [ ] control console & launch button
|
- [ ] control console & launch button
|
||||||
- [ ] door
|
- [x] door
|
||||||
- [ ] counters
|
- [ ] counters
|
||||||
- [ ] coffee machine
|
- [ ] coffee machine
|
||||||
- [ ] [[airlock]] props:
|
- [ ] [[airlock]] props:
|
||||||
@ -166,7 +166,7 @@
|
|||||||
- [ ] regular desk (0.7x1.2x4.0)
|
- [ ] regular desk (0.7x1.2x4.0)
|
||||||
- [ ] wraparound desk
|
- [ ] wraparound desk
|
||||||
- [ ] etc
|
- [ ] etc
|
||||||
- [ ] Make sofa cushions separate physics objects
|
- [x] Make sofa cushions separate physics objects
|
||||||
- [x] Object hold UX
|
- [x] Object hold UX
|
||||||
- [x] holdable object HUD icon
|
- [x] holdable object HUD icon
|
||||||
- [ ] highlight holdable objects?
|
- [ ] highlight holdable objects?
|
||||||
|
@ -1,3 +1,7 @@
|
|||||||
|
---
|
||||||
|
tags:
|
||||||
|
- mechanics
|
||||||
|
---
|
||||||
Does nothing on its own, but increases the [[grunk alert]] when activated by a connected component like a [[tripwire]] or [[listener]].
|
Does nothing on its own, but increases the [[grunk alert]] when activated by a connected component like a [[tripwire]] or [[listener]].
|
||||||
|
|
||||||
Will activate if the player tries to remove with the spray beam. Can be safely deactivated & harvested with the [[toothbrush]].
|
Will activate if the player tries to remove with the spray beam. Can be safely deactivated & harvested with the [[toothbrush]].
|
||||||
@ -5,5 +9,3 @@ Will activate if the player tries to remove with the spray beam. Can be safely d
|
|||||||
Will be triggered automatically if it stops getting a pulse signal from a [[heart]]. If it doesn't get a pulse in the first place, it won't trigger. Therefore we can make puzzles without pulses by simply not including a [[heart]] in the network.
|
Will be triggered automatically if it stops getting a pulse signal from a [[heart]]. If it doesn't get a pulse in the first place, it won't trigger. Therefore we can make puzzles without pulses by simply not including a [[heart]] in the network.
|
||||||
|
|
||||||
For flavor, maybe screeches or something when activated?
|
For flavor, maybe screeches or something when activated?
|
||||||
|
|
||||||
tags: #mechanics
|
|
@ -1,3 +1,8 @@
|
|||||||
|
---
|
||||||
|
tags:
|
||||||
|
- lore
|
||||||
|
- mechanics
|
||||||
|
---
|
||||||
A little fucking ghoulie!!!
|
A little fucking ghoulie!!!
|
||||||
|
|
||||||
Summoned when the [[grunk alert]] maxes out. Hunts down the player and grunkifies 'em.
|
Summoned when the [[grunk alert]] maxes out. Hunts down the player and grunkifies 'em.
|
||||||
@ -26,5 +31,3 @@ Unavoidable death. Show cutscene with player grabbed by beast.
|
|||||||
|
|
||||||
|
|
||||||
The player can reset the alert level to 2 by returning to the safe zone.
|
The player can reset the alert level to 2 by returning to the safe zone.
|
||||||
|
|
||||||
tags: #mechanics #lore
|
|
@ -1,3 +1,5 @@
|
|||||||
|
---
|
||||||
|
tags:
|
||||||
|
- mechanics
|
||||||
|
---
|
||||||
Dead-man switch. Emits a pulse every few seconds which travels through the relay network to alarms. If an alarm stops receiving a pulse, it triggers automatically.
|
Dead-man switch. Emits a pulse every few seconds which travels through the relay network to alarms. If an alarm stops receiving a pulse, it triggers automatically.
|
||||||
|
|
||||||
tags: #mechanics
|
|
@ -1,3 +1,7 @@
|
|||||||
|
---
|
||||||
|
tags:
|
||||||
|
- mechanics
|
||||||
|
---
|
||||||
Triggers a connected [[alarm]] when the player makes noise nearby. Noises include:
|
Triggers a connected [[alarm]] when the player makes noise nearby. Noises include:
|
||||||
- Jumping
|
- Jumping
|
||||||
- Firing the spray beam
|
- Firing the spray beam
|
||||||
@ -5,6 +9,3 @@ Triggers a connected [[alarm]] when the player makes noise nearby. Noises includ
|
|||||||
- #maybe using the MP3 player, just for fun
|
- #maybe using the MP3 player, just for fun
|
||||||
|
|
||||||
Grunk can be cleared silently with the [[toothbrush]].
|
Grunk can be cleared silently with the [[toothbrush]].
|
||||||
|
|
||||||
|
|
||||||
tags: #mechanics
|
|
@ -1,5 +1,8 @@
|
|||||||
|
---
|
||||||
|
tags:
|
||||||
|
- mechanics
|
||||||
|
- maybe
|
||||||
|
---
|
||||||
the lookerrrrrrrr
|
the lookerrrrrrrr
|
||||||
|
|
||||||
A camera basically. If it sees the player it will trigger a connected [[alarm]].
|
A camera basically. If it sees the player it will trigger a connected [[alarm]].
|
||||||
|
|
||||||
tags: #mechanics
|
|
@ -1,3 +1,7 @@
|
|||||||
|
---
|
||||||
|
tags:
|
||||||
|
- mechanics
|
||||||
|
---
|
||||||
Mechanical devices which can be used to control various things, e.g. bulkheads. Disabled when covered in grunk.
|
Mechanical devices which can be used to control various things, e.g. bulkheads. Disabled when covered in grunk.
|
||||||
|
|
||||||
Associated with [[color_palette]]:
|
Associated with [[color_palette]]:
|
||||||
@ -5,5 +9,3 @@ Associated with [[color_palette]]:
|
|||||||
- Mechanisms which have been cleaned off should glow SUCCESS GREEN.
|
- Mechanisms which have been cleaned off should glow SUCCESS GREEN.
|
||||||
- Should make a distinct sound upon becoming clean enough to use.
|
- Should make a distinct sound upon becoming clean enough to use.
|
||||||
- Mechanisms which are disabled after a one-time use should not glow with any color.
|
- Mechanisms which are disabled after a one-time use should not glow with any color.
|
||||||
|
|
||||||
tags: #mechanics
|
|
@ -1,5 +1,7 @@
|
|||||||
|
---
|
||||||
|
tags:
|
||||||
|
- mechanics
|
||||||
|
---
|
||||||
Rebroadcasts trigger and pulse signals. The backbone "connection" of grunk component networks.
|
Rebroadcasts trigger and pulse signals. The backbone "connection" of grunk component networks.
|
||||||
|
|
||||||
Visually these should light up when passing along a signal, with red to indicate trigger signals & cyan to indicate pulse.
|
Visually these should light up when passing along a signal, with red to indicate trigger signals & cyan to indicate pulse.
|
||||||
|
|
||||||
tags: #mechanics
|
|
@ -1,5 +1,7 @@
|
|||||||
|
---
|
||||||
|
tags:
|
||||||
|
- mechanics
|
||||||
|
---
|
||||||
You can illuminate dark areas by cleaning grunk off of light fixtures!
|
You can illuminate dark areas by cleaning grunk off of light fixtures!
|
||||||
|
|
||||||
This is indicated to the player with a brighter "glowing" grunk material.
|
This is indicated to the player with a brighter "glowing" grunk material.
|
||||||
|
|
||||||
tags: #mechanics
|
|
@ -1,3 +1,5 @@
|
|||||||
|
---
|
||||||
|
tags:
|
||||||
|
- equipment
|
||||||
|
---
|
||||||
Power-washer for removing [[grunk]].
|
Power-washer for removing [[grunk]].
|
||||||
|
|
||||||
tags: #equipment
|
|
@ -1,3 +1,7 @@
|
|||||||
|
---
|
||||||
|
tags:
|
||||||
|
- equipment
|
||||||
|
---
|
||||||
Removes a very small amount of grunk, _very slowly_. Comically inferior to the spray beam.
|
Removes a very small amount of grunk, _very slowly_. Comically inferior to the spray beam.
|
||||||
|
|
||||||
Advantages over the beam:
|
Advantages over the beam:
|
||||||
@ -5,5 +9,3 @@ Advantages over the beam:
|
|||||||
- Does not trigger [[alarm]]
|
- Does not trigger [[alarm]]
|
||||||
|
|
||||||
#lore: officially the _Advanced Grunk Reticulation System_
|
#lore: officially the _Advanced Grunk Reticulation System_
|
||||||
|
|
||||||
tags: #equipment
|
|
@ -1,3 +1,5 @@
|
|||||||
|
---
|
||||||
|
tags:
|
||||||
|
- mechanics
|
||||||
|
---
|
||||||
The most basic grunk mechanic. Emits a trigger signal when destroyed, setting off any connected [alarms](alarm).
|
The most basic grunk mechanic. Emits a trigger signal when destroyed, setting off any connected [alarms](alarm).
|
||||||
|
|
||||||
tags: #mechanics
|
|
@ -1,3 +1,6 @@
|
|||||||
|
---
|
||||||
|
tags:
|
||||||
|
- mechanics
|
||||||
|
- maybe
|
||||||
|
---
|
||||||
Triggers a connected [[alarm]] when touched or stepped on by the player.
|
Triggers a connected [[alarm]] when touched or stepped on by the player.
|
||||||
|
|
||||||
tags: #mechanics
|
|
||||||
|
Loading…
x
Reference in New Issue
Block a user