Installation:
To use force effects in your module, download and extract the latest erf package. Then open your module and choose file|import. Select the force effects erf. Templates for the various force objects will be added to your custom palette, the needed scripts will be added as well. These scripts will not show up in the scripts section of the module, but they can be found in the script editor. Use the steps in the tutorials to create new force fields in your module.
Components:
Triggers - These define the boundries of force fields. If the field is active, the player will be thrown back.
Waypoints - Bouncer waypoints define the center of the field. When a player bounces away from the field they are thrown back from the nearest bouncer. Force Cage Center waypoints draw the player towards the center of the cage.
Placables - Marker placables mark where visual effects should be placed when the field is active. When a force group is activated, placables will be created at these markers. When the field is deactivated these placables will be removed. Levers have also been provided which can switch a force group on or off.
All script names, variable names, tags, and templates used by this system begin with the prefix ffx_. To avoid conflicts you should avoid using using this prefix elsewhere in your module.
Force Groups:
This script makes use of "force groups" to control dynamic force effects. The tags of all components (except waypoints) of a dynamic force field end in _00. The last two digits define the force group that this trigger or marker belongs to. By changing the group id in the tag of a component you can change which group that component belongs to. All force fields in a group will be activated or deactivated together. If you need more than 99 groups, the group ID can be any 2 character string, but must be exactly 2 characters.