WingNuts and Bolts

# Ground Boss

This section details the Ground Boss menu

Ground Bosses are bosses that behave like large ground units, they can have tentacles, be stationary or move around.

Your standard Ground Boss window.

# Graphics

To make a new Ground Boss choose the "New" button.

Has base image - This is the base image for the ground boss. Choose this image from the pull down menu.

Has platform image - This is the platform image to be drawn ontop of the base.

Destroyed base image - This is the image to be drawn when the base is destroyed.

Destroyed platform image - This is the image to be drawn when the platform is destroyed.

Base altitude - This is the altitude of the base measured in pixels. This is the value for how far the shadow is drawn from the base.

Platform altitude - This is the altitude of the platform measured in pixels. This is the value for how far the shadow is drawn from the platform.

Turret altitude - This is the altitude of the turret(s) placed on the unit. This is the value for how far the shadow is drawn from the turret(s).

Has impact explosion - This is the explosion to be used when the boss takes damage.

Has single initial explosion - This is an explosion to play initially when the boss is destroyed.

Has individual explosions - These are explosions that are played over and over for a lenght of time.

Has final death explosion - This is the final explosion to be used when the death sequence is over.

Time between initial and final explosions - This is how long the boss will spend dying. The boss will spend the ammount of time specified slowly turning red and exploding until it hits zero and triggers the final explosion.

Destroy turrets proportionally to the remaining shield level - This option will calculate a proportional rate to destroy the turrets as the boss takes damage.

Activate turret - This lets you choose up to 8 turrets to attach to the boss.

X offsets - This is the cordinate on the x-axis for the turret measured in pixels.

Y offsets - This is the cordinate on the y-axis for the turret measured in pixels.

Bearing - This is the direction the turret is facing, measured in degrees.

On base - This option will attach the turret to the base of the boss.

Particle rate - This is the rate of particles to be created when the boss is damaged measured in particles per second.

X offsets - This is the cordinate on the x-axis for the particle measured in pixels.

Y offsets - This is the cordinate on the y-axis for the particle measured in pixels.

Your standard Ground Boss Properties window.

# Properties

Sustainable damage - This is the minimum and maximum values for the shield measured in points.

Platform motion - This lets you define the motion of the platform. This motion is independant to the motion of the entire boss. You can choose from the following motions:

- No motion - The platform does not move.
- Follows base - The platform follows the base's movement.
- Left slewing - The platform orbits the base in a left direction.
- Right slewing - The platform orbits the base in a right direction.
- Random slewing - The platform orbits the base in a random direction.
- Aim at target - THe platform aims at the player's position.

Slewing rate - this is how fast in degrees per second that the platform orbits around.

Acceleration - This value in degrees per second squared is how fast the platform will accelerate in it's orbit.

X Offset - This value in pixels is how far along the X-axis the platform is located from the base.

Y Offset - This value in pixels is how far along the Y-axis the platform is located from the base.

Base score for destruction - This value in points, is how much the player is awarded for destroying the unit.

Level score multiplier - This value in points is multiplied to the score based on level.

Yields fragments - This is no longer in use, fragments were moved over to Goodies.

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:

- Use the Arrow Keys to move a circle up and down, left and right.
- Use the + (plus) and - (minus) keys to increase or decrease the size of the cirlce.
- Hold down shift while using the arrow keys to move the circle 10 pixels at a time.
- Hold down shift while using the + (plus) and - (minus) keys to increase or decrease the size of the circle 10 pixels at a time.

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 Ground Boss Behavior window.

# Behavior

Player awareness distance - This is the maximum distance the player can be from the ground boss, and it will still track and fire on the player. This is measured in pixels.

Can emit enemy aircraft - When this is checked, the ground 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 ground boss. You can choose the minimum and maximum number of goodies to spawn.

Ground unit motion - This lets you choose the kind of motion the Ground Boss will follow. These types are:

- No motion - The ground unit does not move.
- Move along straight line - This option will have the ground unit move up and down along a straight line. It will not turn or orient it's self.
- Straight line patrol - This is similar to the straight line movement, but the unit will rotate slightly in transit.
- Left circular patrol - This will let you create a circular path for the unit to follow. The unit will move to the left and orient it's "North" face in the direction it is traveling.
- Right circular patrol - This will let you create a circular path for the unit to follow. The unit will move to the right and orient it's "north" face in the direction it is traveling.
- Circular boundary - This will let you create a circular boundary that the ground unit will freely move inside. The unit will make a random path and drive anywhere inside it's circular boundary.
- Square boundary - This will let you create a square boundary that the ground unit will freely move inside. The unit will make a random path and drive anywhere inside it's circular boundary.
- Left square perimiter - This will let you create a square that the ground unit will follow around.
- Right square perimiter - This will let you create a square that the ground unit will follow around.

Base velocity - This is how fast in pixels per second the unit will move.

Yaw rate - THis is how fast in degrees per second the ground unilt will turn.

Yaw acceleration - This is the rate of acceleration in degrees per second squared that the unit will turn.

Motion lenght - This is the length of the motion, for circular boundaries, this is the radius, measured in pixels.

Has looped engine sound - This lets you choose a sound to play looped over and over.

Has damage received sound - This lets you choose a sound to play when the unit takes damage.

Has initial explosion sound - This is the sound played when the initial explosion occurs.

Has final explosion sound - This is the sound played when the final explosion occurs.

Has aircraft emission sound - This is the sound to be played when the aircraft are emitted.

Has initial warp-in sound - This is the sound to be played when the boss warps in.

You standard Ground Boss Flak (Fliegerabwehrkanone) window.

# Flak

Flak, or Fliegerabwehrkanone as it's called in Germany, is an anti air weapon that explodes in air.

Ground unit emits defensive flak (Fliegerabwehrkanone) - This check box lets you add the ability to send up a defensive flak.

Flak particle - This is the particle to be used when flak is emitted.

Flak sound effect - This is the sound to be played when the flak is emitted.

Particle emission rate - This is the rate in pixels per second that flak is created.

Flak influence radius - This is the radius in pixels that the flak is effective and creats damage.

Minimum life time - This is the minimum time the flak will be present in seconds.

Maximum life time - This is the maximum time the flak will be present in seconds.

Damage infliction rate - This is the rate that you take damage when in the flak cloud. This is measured in units per second.

Minimum reload time - This is how long in seconds it takes the unit to reload it's flak.

Maximum reload time - This is how long in seconds it takes the unit to reload it's flak.

Minimum distance - This is the minimum distance in pixels the player ship can be from the ground unit and flak will be fired.

Maximum distance - This is the maximum distance in pixels the player ship can be from the ground unit and flak will be fired.

Has spotlight effect - A ground unit can have a search spotlight that moves accross the sky. Checking this lets you ad one.

Spotlight image - This is the graphic to be used for the spotlight.

Spotlight sound - This is the sound to be played when the spotlight is active.

Activation distance - This is how far in pixels the player craft must be before the spotlight is active.

Image intensity - This is a value between 0 and 1 that represents the intensity of the spotlight. 0 is no intensity and 1 is 100% intensity.

Minimum angle chagne - This is the minimum angle in degrees the spotlight can change.

Maximum angle change - This is the maximum angle in degreees the spotlight can change.

Minimum slew time - This is the minimum time in seconds it takes for the spotlight to orbit around the ground unit.

Maximum slew time - This is the maximum time in seconds it takes for the spotlight to orbit around the ground unit.

Distortion effect with initial appearance - This is the OpenGL distortion to be used when the Ground Boss warps in. This is only viewable in game.

Distortion effect with initial explosion - This is the OpenGL distortion to be used when the initial explosion is triggered. This is only viewable in game.

Distortion effect when finally destroyed - This is the OpenGL distortion to be used when the final explosion is triggered. This is only viewable in game.

Your standard Ground Boss Tentacles window.

# Tentacles

Activate tentacle - This lets you place up to 8 tentacles on a Ground Boss. Tentacles are placed just like turrets, except they are long wavy arms.

X offsets - This is the cordinate on the x-axis measured in pixels.

Y offsets - This is the cordinate on the y-axis measured in pixels.

Bearing - This is the degree bearing for the tentacle, this is measured in degrees.

On base - This tag will attach the tentacle to the base of the boss, and the tentacles will travel with the boss.

Destroy tentacles proportionally to the remining shield level - This option will calculate the number of tentacles and divide that up by the shields so that each tentacle is destroyed proportionally.

Draw platform image above tentacles - This option will draw the platform image above the tentacles, covering them.

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 air boss.

Model name - This is the model of the air boss.

Year - This is the year attached to the model.

Has custom name for screen arrow indicators - This string will change what is displayed when the boss is off screen, and the indicator is pointing in it's direction.

Steals player's current aircraft when destroyed and player losses it (use with caution) - This option does just what it says, it will steal the player's ship. This is used in Level 1 of WingNuts 2.

Has stealing sound effect - This is the sound effect to be played when the ship is being stolen.

Has stealing vocal effect - This is the vocal sound effect to be played when the ship is being stolen.

Your standard Ground Boss Extras window.

# Extras

Add decorative extra sprite images - These 16 check boxes let you add up to 16 images that sit on the base and make up different parts of the boss.

X offsets - This is the cordinate along the X-axis for the sprite.

Y offsets - This is the cordinate along the Y-axis for the sprite.

Bearing - This is the angle that the sprite is facing in degrees.

Altitude - This is how high above the base the sprite is drawn in pixels. This value will determine how far the shadow is from the sprite.

Emits air bosses after death - This option lets you select up to 8 different air bosses to be created when the boss is destroyed.

Emits snake bosses after death - This option lets you select up to 8 differen snake bosses to be created when the boss is destroyed.