Area object: Difference between revisions

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A '''zone''' is an invisible region of space that can trigger events, prevent certain actions, or cause other phenomena. The properties of zones usually only apply to Mario, meaning many types of zones cannot be triggered by [[Cappy]]. Zones can be shaped like a [[wikipedia:Cuboid#Rectangular_cuboid|rectangular cuboid]], cylinder, or sphere.
An '''area object''', '''area''', or '''zone''' (referred to [[Internal name|internally]] as '''al::AreaObj''') is an invisible region of space that can trigger events, prevent certain actions, or cause other phenomena. The properties of area objects usually only apply to Mario, meaning many types of them cannot be triggered by [[Cappy]]. Area objects can be shaped like a [[wikipedia:Cuboid#Rectangular_cuboid|rectangular cuboid]], cylinder, or sphere.


== Types of zones ==
== Types of zones ==
Actions or conditions enforced by zones include but are not limited to the following:
Actions or conditions enforced by area objects include but are not limited to the following:


* Loading a different stage when Mario contacts it; these are called [[Loading zone|loading zones]]. Loading zones are ultimately invisible as all zones are, but many exist in the same region of space as a solid white or black texture, giving the impression that the loading zone has an opaque color.
* Loading a different stage when Mario contacts it; these are called [[Loading zone|loading zones]]. Loading zones are ultimately invisible as all area objects are, but many exist in the same region of space as a solid white or black texture, giving the impression that the loading zone has an opaque color.
* Transporting Mario to a different location in the same stage upon contacting it. These are sometimes also referred to as loading zones, despite not actually loading a new stage.
* Transporting Mario to a different location in the same stage upon contacting it. These are sometimes also referred to as loading zones, despite not actually loading a new stage.
* Killing Mario; these are often referred to as '''death planes''' (which is a misnomer since the zone is not flat) or '''death zones'''.
* Killing Mario; these are often referred to as '''death planes''' (which is a misnomer since the zone is not flat) or '''death areas'''.
* Triggering various actions in the stage, such as starting a boss fight or [[cutscene]] or causing situational changes in the level; these are often called '''trigger zones'''.
* Triggering various actions in the stage, such as starting a boss fight or [[cutscene]] or causing situational changes in the level; these are often called '''trigger zones''' or '''trigger areas'''.
* Placing Mario in a [[bubble]] upon leaving the zone.
* Placing Mario in a [[bubble]] upon leaving the area object.
* Preventing or forcing camera movement while inside the zone.
* Preventing or forcing camera movement while inside the area object.

Revision as of 04:57, 16 July 2023

An area object, area, or zone (referred to internally as al::AreaObj) is an invisible region of space that can trigger events, prevent certain actions, or cause other phenomena. The properties of area objects usually only apply to Mario, meaning many types of them cannot be triggered by Cappy. Area objects can be shaped like a rectangular cuboid, cylinder, or sphere.

Types of zones

Actions or conditions enforced by area objects include but are not limited to the following:

  • Loading a different stage when Mario contacts it; these are called loading zones. Loading zones are ultimately invisible as all area objects are, but many exist in the same region of space as a solid white or black texture, giving the impression that the loading zone has an opaque color.
  • Transporting Mario to a different location in the same stage upon contacting it. These are sometimes also referred to as loading zones, despite not actually loading a new stage.
  • Killing Mario; these are often referred to as death planes (which is a misnomer since the zone is not flat) or death areas.
  • Triggering various actions in the stage, such as starting a boss fight or cutscene or causing situational changes in the level; these are often called trigger zones or trigger areas.
  • Placing Mario in a bubble upon leaving the area object.
  • Preventing or forcing camera movement while inside the area object.