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| blitz:objectgimmick [2026/07/06 17:27] – gameboyadv4002 | blitz:objectgimmick [2026/08/17 19:52] (current) – gameboyadv4002 | ||
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| Normal sponges scale up to 60 units in all dimensions. Rectangles scale to the same degree except for X, which scale to 90 units. Sponges marked Small only grow to 45 units. | Normal sponges scale up to 60 units in all dimensions. Rectangles scale to the same degree except for X, which scale to 90 units. Sponges marked Small only grow to 45 units. | ||
| + | ===== Splat Switch (Paintable Target) ===== | ||
| + | Obj_SwitchPaint(Small)(Octa) is fairly simple. If you paint it, it sends out a signal to every object connected via Switchable--SendTo. | ||
| + | |||
| + | < | ||
| + | - Id: obj266 | ||
| + | IsLinkDest: false | ||
| + | IsPlayTimerSE: | ||
| + | IsUsePredictAlertOnOff: | ||
| + | LayerConfigName: | ||
| + | Links: | ||
| + | Switchable__SendTo: | ||
| + | - {DefinitionName: | ||
| + | OffCounter: !l 0 | ||
| + | Rotate: {X: 90.00000, Y: 0.00000, Z: 0.00000} | ||
| + | Scale: {X: 1.00000, Y: 1.00000, Z: 1.00000} | ||
| + | Switchable__InitialState: | ||
| + | Switchable__RespawnReset: | ||
| + | Team: !l 0 | ||
| + | Translate: {X: -168.62500, Y: 532.37620, Z: 987.45650} | ||
| + | UnitConfigName: | ||
| + | </ | ||
| + | * Switchable--RespawnReset: | ||
| ===== 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, every RailTogglePointOcta has the following parameters. | + | < |
| + | - Id: obj960 | ||
| + | IsLinkDest: false | ||
| + | LayerConfigName: | ||
| + | Links: | ||
| + | Switchable__SendTo: | ||
| + | - {DefinitionName: | ||
| + | ModelName: null | ||
| + | Rotate: {X: 0.00000, Y: -90.00000, Z: 0.00000} | ||
| + | Scale: {X: 1.00000, Y: 1.00000, Z: 1.00000} | ||
| + | Switchable__InitialState: | ||
| + | Switchable__RespawnReset: | ||
| + | Team: !l 2 | ||
| + | Translate: {X: 137.50000, Y: 150.00000, Z: -760.00000} | ||
| + | UnitConfigName: | ||
| + | </ | ||
| + | The SwitchShock object does not have any paramters unique to it. | ||
| - | * | + | Objects attached to Ink-Switches typically undo slower than they progress, and that needs to be reflected in the RailTogglePoint object' |
| - | * | + | |
| - | * | + | |
| - | * | + | |
| - | * | + | |
| - | * | + | |
| - | * | + | |
| - | * | + | |
| - | * | + | |
| - | * | + | |
| - | * | + | |
| - | * | + | |
| - | * | + | |
| - | * | + | |
| - | * | + | |
| - | * | + | |
| - | * | + | |
| - | * | + | |
| - | + | ||
| - | However, the following parameters are different. | + | |
| - | * | + | |
| - | * | + | |
| - | * | + | |
| - | + | ||
| - | Objects attached to Ink-Switches typically undo slower than the progress. | + | |
| ===== Canned Weapons ===== | ===== Canned Weapons ===== | ||
| Canned Main and Sub weapons are handles by an object called Obj_ItemCanMainSub. The " | Canned Main and Sub weapons are handles by an object called Obj_ItemCanMainSub. The " | ||
| + | |||
| + | From D01 Ink from Above Station (OctMissleTacopter [sic]): | ||
| + | < | ||
| + | - CheckColPillerContinuous: | ||
| + | DontActivateOnRespawn: | ||
| + | Id: obj636 | ||
| + | IsLinkDest: false | ||
| + | LayerConfigName: | ||
| + | Links: {} | ||
| + | MainWeaponName: | ||
| + | ModelName: null | ||
| + | SubWeaponName: | ||
| + | Switchable__InitialState: | ||
| + | Switchable__RespawnReset: | ||
| + | Team: !l 2 | ||
| + | UnitConfigName: | ||
| + | </ | ||
| Canned Specials are simply called " | Canned Specials are simply called " | ||
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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). | ||
| + | |||
| + | < | ||
| + | - 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/ | ||
| Dash tracks are internally referred to as Obj_DashPanel. | Dash tracks are internally referred to as Obj_DashPanel. | ||