WingNuts and BoltsThis section details the Snake Boss menu
Snake Bosses are kind of like Air Bosses, but with segments.
Your standard Snake Boss window.
To make a Snake Boss, press the "New" button.
Has head image - This is the image to be used as the head of the snake boss.
Has segment image - This is the image to be used as the segment of the snake, this will be repeated if nessecary.
Has tail image - This is the image used as the tail of the snake boss.
Number segments in body - This is the number of segments found between the head and tail grapic. (Yes, there really should be the world "of" in there)
Head pivot offset - These are the start and end values in pixels for the pivot offset of the head.
Segment pivot offset - These are the start and end values in pixels for the pivot offset of each segment.
Tail pivot offset - These are teh start and end values in pixels for the pivot offset of the tail.
Limit the angle difference between successive segments to - These two values, base and tip let you designate the degree range the segments can bend. A very high number allows for a very flexible snake, low values create a more unbendy snake.
Flight altitude - This is the height in pixels of the snake boss, this value changes how far the shadow draws from the boss.
Impact explosion - This is the explosion to be played when the snake boss takes damage.
<>Initial head/segment/tail explosion - These options let you set the initial explosion to be played on each item when the initial explosion occurs.Head/Segment/Tail explosion - These options let you set the explosion to play as the snake boss explodes over the designated time.
Final head/segment/tail explosion - These options let you set the final explosion to be played as the snake boss explodes.
Time between initial and final explosion - This value in seconds determins how much time is spent between initial explosion and final explosion.
Has particle trail - These options let you assign up to 4 particle trails to occur when the snake is damaged.
Particle rate - This is the rate in particles per second that the particle are drawn.
Your standard Snake Boss Properties window.
Base score for destruction - This is the value in points awarded for destroying a snake boss.
Level score multiplier - This is the value multiplied by the level and added to the score.
Collision detection circles for the snake head only - Just like all other units, the snake boss has collision. Instead of defining the collision for the entire boss, you assignin peices, head, segment and tail.
Collision detection circles - This is just like the collision zones for Enemy Craft and Player craft. Except instead of detecting if you have run into the unit, this represents it's bomb radius. To make a collision circle, click the check box next to it. You can have 16 different circles. To see the circle, you'll need to click "Collison" on the bottom left of the window. You can position the circle with the following commands:
Collision circles can overlap, and should. To adjust a circlue, use the "Edit Circle" option at the bottom right of the window. Each numbered button corrosponds to that collision circle.
Your standard Snake Boss Behavior window.
Player awareness distance - This is how close the player must be to the snake boss before it notices the player and attacks it.
Shield level - This is the minimum and maximum shield values for the snake boss in points.
Velocity - This is the minimum and maximum velocity of the snake boss measured in pixels per second.
Yaw rate - This is the minimum and maximum turning speed of the snake boss measured in degrees per second.
Yaw acceleration - This is the minimum and maximum turning acceleration measured in degrees per second squared.
Bearing change - This is the minimum and maximum change in heading measured in degrees.
Change time - This is the minimum and maximim time it takes to change heading measured in seconds.
Can emit enemy aircraft - When this is checked, the snake boss can produce up to 4 enemy aircraft.
X offsets - This lets you choose the X cordinate for the newly spawned aircraft.
Y offsets - This lets you choose the Y cordinate for th enewly spawned aircraft.
Time between creation of aircraft - This lets you set how often, in seconds it takes for a new plane to be spawned.
Spawns goodies when destroyed - This option will have up to 4 different types of goodies spawn when you destroy the snake boss. You can choose the minimum and maximum number of goodies to spawn.
Has looped engine sound - This is the sound to be played on a loop for the boss.
Has damage received sound - This is the sound to be played when the boss takes damage.
Has initial explosion sound - This is the sound to be played during the initial explosion.
Has final explosion sound - This is the sound to be played during the final explosion.
Has aircraft emission sound - This is the sound to be played when a new aircraft is emitted.
Has initial warp-in sound - This is the sound to be played when the boss warps in.
Your standard Snake Boss Weaponary window.
A snake boss can have both Turrets and Tentacles. They are attached and selected the same way.
Activate tentacles on snake head/tail - You can add up to 4 tentacles to the head and 4 to the tail. Choose a tentacle from the list.
X offsets - This value lets you move the tentacle along the X-axis. This is measured in pixels.
Y offsets - This value lets you move the tentacle along the Y-axis. This is measured in pixels.
Bearing - This value, measured in degrees represents where the tentacle is facing (useful for turrets that do not rotate). 0 or 360 degrees is oriented North.
Activate turrets on snake head/segment/tail - You can add up to 4 turrets on the head, 4 on the tail, and 4 on each segment. Choose your turrets from the pull down list.
X offsets - This value lets you move the turret along the X-axis. This is measured in pixels.
Y offsets - This value lets you move the turret along the Y-axis. This is measured in pixels.
Bearing - This value, measured in degrees represents where the turret is facing (useful for turrets that do not rotate). 0 or 360 degrees is oriented North.
Your standard Snake Boss Extras window.
Assign an enemy pilot for this unit - This lets you choose from several pilots to take control of the boss. The pilots are hard coded into the game.
Has greeting vocal effect - This is a sound to be played for the greeting vocal.
Has retreat vocal effect - This is a sound to be played for the retreat vocal.
Has random taunt vocal effect - This is a sound to be played at random intervals taunting the player.
Has destruction vocal effect - This is a sound to be played when the boss is destroyed.
Minimum silent time between vocal effect - This is a value measured in seconds that is the minimum time between playing the vocal sound clips.
Maximum silent time between vocal effect - This is a value measured in seconds that is the maximum time between playing the vocal sound clips.
Manufacturer - This is the Manufacturer of the snake boss.
Model name - This is the model of the snake boss.
Year - This is the year attached to the model.
Distortion effect with initial appearance - This is an OpenGL distortion to be played when the boss arrives. This is only viewable in the game.
Distortion effect with initial explosion - This is an OpenGL distortion to be played when the boss has it's initial explosion. This is only viewable in game.
Distortion effect when finally destroyed - This is an OpenGL distortion to be played when the boss has it's final explosion. This is only viewable in game.
Collision damage - This is the ammount of damage, measured in points, that the snake boss will inflict when it collies with the player.