Vampire Bats's Start off Hanging upside down on Girders (or any other object) and when activated will fly down to the player and slowly home in on the player using their Sonar.

Vampires Bats initially fly down to the same vertical location of the Player.. At which point they will move either Start Moving Left or Right towards the Player. Once they reach the same Horizontal location as the player they will start moving Vertical again and the process begins from the Start.

When a Vampire Bat is moving towards the player and is in a direct line then the sonar sound will sound giving warning to the player.

When you create a Vampire Bat, the following object graphic is drawn in the editor.. It can then be selected and moved around as per any other object. (Shown is the non-selected and selected states of the object)

There is no limit to the number of Vampire Bat's which can be created on each level.

This Section describes the object and the properties available at design time.

When a Vampire Bat is Selected, the Property Editor Window will bring up the following dialog;


Sets the name of the object which is used to reference it via the Visual Basic Scriptlets. Object Names Cannot Contain any spaces and Must be unique.

It is important to note that changing the name of an object will not change any references to it via the scriptlets. Generally it would be unlikely that you would change the name of an object from the one generated by the program.


Sprite Image

Defines the Image set to use for rendering the Vampire Bat at run-time. Selecting this item will bring down a list of all the Images available in the Image Manger (link). While the Vampire Bat is hanging upside down (ie.. not activated) it is animated out of the First 2 Row's of 4 Frames (making 8 frames in total).. . When the Animation has finished it then repeats from the start. When it is flying it animates out of the Last 2 Rows.


Sonar Sound

Defines the Sound to play when the Vampire Bat has a sonar lock onto the Player. Selecting this item will bring down a list of all the Sounds available in the Sound Manger (link). This sound will repeat at a random interval between 300 and 450 milliseconds.



If Ticked, then the Vampire Bat at run time.. Active means that the Vampire Bat will move towards the Player via Horizontal and Vertical movements. If not Ticked, then the Vampire bat will hang upside down awaiting for a script command to make it active.

This Section describes the object and how it can accessed and controlled via the scriptlets at run-time. Please refer to the Bomb on more information about scriptlets.

A Method is a function call which can be executed whilst a Property changes the state of a individual flag in the object.


There are currently no script accessible Methods for Vampire Bat's.



Makes aVampire Ba Active or Not.. An Active Vampire Bat will follow the Player.. Valid Values are True and False.

Script Example..

VampireBat1.Active = True

And from Jumpman - Vampire..

' Activate a Vampire Bat every 3 bombs collected
Select Case (BombsCollected)
Case 3 VampireBat1.Active = True
Case 6 VampireBat2.Active = True
Case 9 VampireBat3.Active = True
End Select