Level Editing in Mr Robot
 

Static objects

Storage/Floors/floor #1

  • No settings
  • Regular floor

Storage/Floors/Crate-Proof Floor

  • No settings
  • Crates cannot be pushed onto or off of this surface.

Generic/Floors/Invisiblock

  • No settings
  • Invisiblocks are solid but invisible. (They have an orange outline in the editor so that you can see them, but they are completely invisible in the game.) They are useful for stopping Asimov from climbing on top of things he's not supposed to, and for placing beneath some dynamic objects. Any space beneath the lowest static block in a column is considered solid, and a column with no static blocks is entirely solid. So if you have a dynamic object instead of a static block for floor, you need to put a static block beneath it to allow things to move onto the dynamic object. The invisiblock is ideal for this purpose.

Generic/Floors/Masking Block and

Generic/Floors/Masking Block Collidable 

  • No settings
  • Masking blocks appear completely black in the game. They are very useful for hiding the top or sides of things at the edges of the level to make it all look neat and tidy. The regular masking block is intangible, the collidable one is solid.

Storage/Doors/Door #1 down 

  • Use "Storage/Floors/Door#1 Floor" underneath.
  • Target Room - the room this door should lead to
  • Target Door ID - the ID number of the door this leads to
  • Hook up target door to this door
    If this box is checked when you click OK, the target door you specified will have its target room and door id set to point it back to this door.
  • Locked - Check this box to make the door require a keycard.
  • Key ID - "RED", "BLUE", "ORANGE" or "YELLOW"
    If you set the door to be locked, specify which key opens it here.

Storage/Doors/Door #1 backface

  • Use "Storage/Floors/Door#1 Floor Backface" underneath.
  • See Door #1 down for settings.
  • Backface doors are used on the side of the room nearer the camera. 

Storage/Doors/Door #1 up

  • No floor is needed underneath - this door has one built in.
  • See Door #1 down for settings.

Dynamic Objects

Crate: *

  • name - a name for scripts to use
  • persist  -  "yes" or "no"
    If yes, the crate will stay in the same position when the player leaves the room and later returns. If no, the crate will always go back to its starting position when the player enters the room. Be wary of mixing both types in one room!
  •  Crates are pushable by the player. They are two tiles tall.

Half Crate: * and

Crate: Crushed

  • name - a name for scripts to use
  • persist - "yes" or "no"
  • Half crates are the same as crates, but only one tile tall.

Teleporter

  • name - a unique name to identify this teleporter
  • destination - the name of another teleporter
  • You must always specify a destination, or you will get crashes.
  • Always leave three tiles of clear space above the teleporter, or you might get crashes or become stuck repeatedly teleporting. This applies to crates and stuff too - make sure the player cannot get a crate on top of the teleporter.
  • Every teleporter must target another teleporter. However, not every teleporter needs to be the target of a teleporter. For example, A could target B, B could target C and C could target B. A is then a one-way teleporter.

Moving Platform

  • name - a unique name to identify the platform
  • pathx - a distance to move east (positive) or west (negative)
  • pathy - a distance to move up (positive) or down (negative)
  • pathz - a distance to move north (positive) or south (negative)
  • initstate - "active" or "waiting"
  • motion - "constant" or "one way"
  • The destination of the platform is determined by displacing it by pathx, pathy and pathz. Although you can specify a diagonal direction by having more than one of these non-zero, it seems to have odd timing, pausing at one end of its movement. 
  • If motion is set to constant and initstate to active, the platform moves constantly backwards and forwards between its starting position and its destination. Otherwise it moves along its path when the player stands on it and activates it.