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blitz:objectgimmick [2026/07/17 18:46] gameboyadv4002blitz:objectgimmick [2026/07/26 10:57] (current) gameboyadv4002
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 Using it is as simple as linking it to an instance of the relevant can with the DstCan link. Using it is as simple as linking it to an instance of the relevant can with the DstCan link.
  
 +===== Ink Pistons/Ink Sticks =====
 +Internally referred to as Obj_GeyserAuto(Octa).
 +
 +<code>
 +    - DelayFrame: !l 0
 +      DurationFrame: !l 180
 +      IntervalFrame: !l 240
 +      IsDisplayBaseModel: !l 0
 +      IsKeepDuration: false
 +      IsLightType: false
 +      IsLinkDest: false
 +      IsMovedByPlayer: false
 +      IsSetCameraXluFixBB: false
 +      IsSwitchDrivenType: false
 +      LayerConfigName: Cmn
 +      Length: 500.00000
 +      Links: {}
 +      MovingFrame: !l 20
 +      Radius: 20.00000
 +      Team: !l 0
 +      UnitConfigName: Obj_GeyserAutoOcta
 +</code>
 +
 +  * DelayFrame: Frames before the piston first activates
 +  * DurationFrame: Frames that it is active for
 +  * IntervalFrame: Frames between activations
 +  * IsKeepDuration: Boolean that is true if the ink piston never retracts
 +  * Length: Length of piston (note that the game only renders the last 500 units worth of piston. The hitbox is still active, but that's of little use to a player)
 +  * Radius: Radius of piston (note that the object itself never changes size, only the hitbox. It is recommended to keep it as 20)
 +  * Team: If set as 0, the piston's hitbox will repel, but will not damage. The fx surrounding the piston are the player's colour, but not the piston itself.
 +
 +If you want to have two sets of pistons that alternate, you can use this formula:
 +
 +x is the time you want the piston to be active for.
 +
 +y is the time that neither piston is active for.
 +
 +Piston 1:
 +<code>
 +    - DelayFrame: !l 0
 +      DurationFrame: !l x
 +      IntervalFrame: !l x + 2y
 +</code>
 +
 +Piston 2:
 +<code>
 +    - DelayFrame: !l x + y
 +      DurationFrame: !l x
 +      IntervalFrame: !l x + 2y
 +</code>
 +      
 ===== Dash Tracks/Panels ===== ===== Dash Tracks/Panels =====
 Dash tracks are internally referred to as Obj_DashPanel. Dash tracks are internally referred to as Obj_DashPanel.