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blitz:objectgimmick [2026/06/11 17:26] gameboyadv4002blitz:objectgimmick [2026/07/26 10:57] (current) gameboyadv4002
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 In Fld_OctCleaner_OctMsn, every RailTogglePointOcta has the following parameters. In Fld_OctCleaner_OctMsn, every RailTogglePointOcta has the following parameters.
  
-  *       AccOff: 0.01000 +<code> 
-        AccOn: 0.10000 +      AccOff: 0.01000 
-        DetectPlayerIsNearDistanceXZ: 100.00000 +      AccOn: 0.10000 
-        IsFollowRailPointRotate: false +      DetectPlayerIsNearDistanceXZ: 100.00000 
-        IsFollowRailRotate: false +      IsFollowRailPointRotate: false 
-        IsLinkDest: true +      IsFollowRailRotate: false 
-        IsSwitchStopSmooth: true +      IsLinkDest: true 
-        LayerConfigName: Cmn +      IsSwitchStopSmooth: true 
-        ModelName: null +      LayerConfigName: Cmn 
-        OutAreaSpeedRate: 1.00000 +      ModelName: null 
-        QuakeAmplitudeCoef: 1.00000 +      OutAreaSpeedRate: 1.00000 
-        QuakeDecrement: 0.20000 +      QuakeAmplitudeCoef: 1.00000 
-        QuakeFrequency: 0.50000 +      QuakeDecrement: 0.20000 
-        RailableParamsSolveType: !l 0  +      QuakeFrequency: 0.50000 
-        SwitchStopFrame: !l 0 +      RailableParams__SolveType: !l 0 
-        SwitchStopRegist: 0.05000 +      SwitchStopFrame: !l 0 
-        SwitchableParamsInitialState: !l 0 +      SwitchStopRegist: 0.05000 
-        SwitchableParamsRespawnReset: !l 2+      SwitchableParams__InitialState: !l 0 
 +      SwitchableParams__RespawnReset: !l 2 
 +      Team: !l 2 
 +</code>
              
 However, the following parameters are different. However, the following parameters are different.
-  *   TerminateAtTerminal: (bool) +<code> 
-    SpeedOff: (float) +      SpeedOff: 0.15000 
-    SpeedOn: (float)+      SpeedOn: 0.80000 
 +      TerminateAtTerminal: false 
 +</code>
  
 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 "MainWeaponName" parameter is used to decide the main, "SubWeaponName" is for the sub, with these parameters being set to null when the other is in use.
  
 +Canned Specials are simply called "Obj_" and the special's internal name, i.e. Obj_SuperLanding for a canned Splashdown.
 +
 +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's weapon select podium.
 +
 +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 are internally referred to as Obj_DashPanel.
 +
 +The distances in the below table are measured from the start point of the panel. 
 +
 +^ Label^  Distance^ Height^
 +|Wall|  195|  0|
 +|VTOL<sup>1</sup> 90|  0|
 +|VTOLEx<sup>1</sup> 90|  0|
 +|10|  155|  7|
 +|30|  180|  30|
 +
 +<sup>1</sup>VTOL has strange properties compared to other panels, may need further study