
Hazards and events · R.E.P.O. v0.4.0 · read from a local copy
The money head in the museum
It is a head that opens and closes, with a top half, a bottom half and a mesh transform of its own.
The money head is a museum prop with a mechanism of its own: it opens in two halves, its eyes go red with a light and a cooldown of their own, it muffles the room while it is active, and it scorches before it cools.
What the game establishes
- It is a head that opens and closes, with a top half, a bottom half and a mesh transform of its own. (checked against the game's own files)
- Opening it has an animation curve and a second curve for its lights, with open particles and a spot light. (checked against the game's own files)
- Its eyes have a red state with its own sound, a cooldown curve and a colour used while cooling. (checked against the game's own files)
- It carries a low-pass filter for the walls, so the room is muffled while the prop is active. (checked against the game's own files)
- It scorches in a loop and then cools down with a sound of its own. (checked against the game's own files)
- Being brought in has a sound of its own. (checked against the game's own files)
- It holds two force points, one of them a first, and a box to check against. (checked against the game's own files)
- It has a mesh of its own besides the head, a line drawn across it and a hurt collider. (checked against the game's own files)
- Its two eyes are kept separately, each with a light and a particle system of its own. (checked against the game's own files)
In play
Some of what is in a level is not scenery. The money head is a prop with a mechanism: it has a state, a head that opens and closes, and a top half and a bottom half on transforms of their own rather than being one solid piece.
Opening it is animated rather than switched. There is a curve for the movement and a second curve for its lights, with a particle effect when it opens and a spot light of its own, so the prop announces itself when it starts working.
Its eyes are what change. There is an object for the red-eyed state, a sound kept for that state alone, a curve for how long the eyes stay lit, and a colour the game uses while they cool, so the glare is a cycle rather than a permanent look.
It has a pair of eyes with a light and particles each, and a transform for firing them, so the prop can look lit and threatening rather than being one glowing object. The two eyes are indexed apart, with a light and a particle system belonging to each rather than to the pair.
While it is doing this the room changes around it. The prop carries a low-pass filter for the walls, which is how a level can sound muffled while it is active instead of only looking different.
It also gets hot. There is a looping sound for scorching and a separate sound for cooling down, which is how the prop tells you what stage it is in without you having to look at it.
Being brought in is an event as well. There is a sound for being dragged in, so the prop arrives audibly rather than simply appearing in front of you.
It has physical parts for the game to work with: two force points, one of them a first, a box to check against, a mesh of its own besides the head, a line drawn across it and its own hurt collider.
What this entry does not tell you: how long the eyes stay red, how much damage it does, or how far the red-eyed state reaches. We have not verified those numbers, so we do not print them.
Related
Extraction and the shopThe museum and its propsThe game defines its own museum props rather than only scenery.
Hazards and eventsThe museum's laserThe laser is a machine of its own with a state dedicated to it.
Hazards and eventsThe mines, traps and lasers in a levelMines come in kinds, including one that stuns and one that is triggered.Version and sources
A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.