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| blitz:objectgimmick [2026/06/11 17:18] – gameboyadv4002 | blitz:objectgimmick [2026/07/26 10:57] (current) – gameboyadv4002 | ||
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| ===== Ink-Switch (Spinning Target) ===== | ===== Ink-Switch (Spinning Target) ===== | ||
| - | In order to get obejcts to move in accordance with the progress of an Ink-Switch (SwitchShock), | + | In order to get obejcts to move in accordance with the progress of an Ink-Switch (SwitchShock), |
| In Fld_OctCleaner_OctMsn, | In Fld_OctCleaner_OctMsn, | ||
| - | * AccOff: 0.01000 | + | < |
| - | | + | |
| - | | + | AccOn: 0.10000 |
| - | | + | DetectPlayerIsNearDistanceXZ: |
| - | | + | IsFollowRailPointRotate: |
| - | | + | IsFollowRailRotate: |
| - | | + | IsLinkDest: true |
| - | | + | IsSwitchStopSmooth: |
| - | | + | LayerConfigName: |
| - | | + | ModelName: null |
| - | | + | OutAreaSpeedRate: |
| - | | + | QuakeAmplitudeCoef: |
| - | | + | QuakeDecrement: |
| - | | + | QuakeFrequency: |
| - | | + | |
| - | | + | SwitchStopFrame: |
| - | | + | SwitchStopRegist: |
| - | | + | |
| + | | ||
| + | Team: !l 2 | ||
| + | </ | ||
| | | ||
| However, the following parameters are different. | However, the following parameters are different. | ||
| - | * | + | < |
| - | | + | SpeedOff: |
| - | | + | SpeedOn: |
| + | TerminateAtTerminal: | ||
| + | </ | ||
| Objects attached to Ink-Switches typically undo slower than the progress. | Objects attached to Ink-Switches typically undo slower than the progress. | ||
| + | ===== Canned Weapons ===== | ||
| + | Canned Main and Sub weapons are handles by an object called Obj_ItemCanMainSub. The " | ||
| + | Canned Specials are simply called " | ||
| + | |||
| + | Obj_CanBuildMachine is used to infinitely spawn canned weapons. Most often it is used to spawn canned specials, but can also be used to spawn Subs or Specials, as seen in Girl Power Station' | ||
| + | |||
| + | 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). | ||
| + | |||
| + | < | ||
| + | - DelayFrame: !l 0 | ||
| + | DurationFrame: | ||
| + | IntervalFrame: | ||
| + | IsDisplayBaseModel: | ||
| + | IsKeepDuration: | ||
| + | IsLightType: | ||
| + | IsLinkDest: false | ||
| + | IsMovedByPlayer: | ||
| + | IsSetCameraXluFixBB: | ||
| + | IsSwitchDrivenType: | ||
| + | LayerConfigName: | ||
| + | Length: 500.00000 | ||
| + | Links: {} | ||
| + | MovingFrame: | ||
| + | Radius: 20.00000 | ||
| + | Team: !l 0 | ||
| + | UnitConfigName: | ||
| + | </ | ||
| + | |||
| + | * DelayFrame: Frames before the piston first activates | ||
| + | * DurationFrame: | ||
| + | * IntervalFrame: | ||
| + | * IsKeepDuration: | ||
| + | * 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' | ||
| + | |||
| + | 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: | ||
| + | < | ||
| + | - DelayFrame: !l 0 | ||
| + | DurationFrame: | ||
| + | IntervalFrame: | ||
| + | </ | ||
| + | |||
| + | Piston 2: | ||
| + | < | ||
| + | - DelayFrame: !l x + y | ||
| + | DurationFrame: | ||
| + | IntervalFrame: | ||
| + | </ | ||
| + | | ||
| + | ===== Dash Tracks/ | ||
| + | Dash tracks are internally referred to as Obj_DashPanel. | ||
| + | |||
| + | The distances in the below table are measured from the start point of the panel. | ||
| + | |||
| + | ^ Label^ | ||
| + | |Wall| | ||
| + | |VTOL< | ||
| + | |VTOLEx< | ||
| + | |10| 155| 7| | ||
| + | |30| 180| 30| | ||
| + | |||
| + | < | ||