objects: snap to floor follows the engine's cell rule (cell tiles, swap models, then neighbours), alligator, alligator spawner and cow guard spawner schemas with box checks, every way of adding a box walker gives it a box, guard info names the objects that set its event bit, new and moved player starts carry their start camera node (no camera in the llama's head), edit and delete type in the object palettes' context menu
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@@ -21,17 +21,27 @@ areas as boxes and their cameras as frusta (pyramids showing the view).
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## The start camera
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The **Llama** (the player start) owns a waypoint chain. Its **first node is the camera's start
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position** when the level begins; the game then moves the camera to its normal place behind the
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llama. Levels made with the editor put this node 8 cells behind the llama (the
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[Player start](09-objects.md#player-start) setup keeps it there when you move the start).
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The **Llama** (the player start) owns a waypoint chain of **camera start positions**. When the
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level begins, the game takes the first node that lies within **2.5 cells** of the llama as the
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camera position, looking at the llama. If that node's field *unk2* is not 0, its distance and
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height to the llama also become the camera distance – until the llama first moves. In the
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original levels there is one node per entry door; a node that sits on the llama would put the
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camera into the llama's head.
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The [Player start](09-objects.md#player-start) setup gives a new Llama a single node 2 cells
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behind it. Moving the start takes the nodes near the old start along (and turns them with the
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llama), leaves the door nodes where they are, and adds a node if none is in range. The Place
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tool's rotate knob turns the near nodes too. **Level → Check** warns when the start camera would
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sit inside the llama.
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The villages also start with a **fly-by**: a *CutSceneTrigger* stands on the player start (radius
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0.7). When you move the start, the setup moves this trigger along and sets its "end behind the
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player" flag (parameter 6, bit 1), so the fly-by ends behind the llama at the new start instead
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of at the old one.
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The Llama's *Camera mode* parameter switches between the normal and an alternative camera
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behaviour.
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> **Note:** In the original levels the Llama's chain is often a longer list used by the level's
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> scripts (for example the village's fly-by at the start). Edit it with care.
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## Camera zones
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A camera zone is an object with a **box**: two waypoints marking opposite corners on the ground.
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