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blitz:objectgimmick [2026/07/26 10:57] – gameboyadv4002blitz: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.
 +
 +<code>
 +    - Id: obj266
 +      IsLinkDest: false
 +      IsPlayTimerSE: false
 +      IsUsePredictAlertOnOff: false
 +      LayerConfigName: Cmn
 +      Links:
 +        Switchable__SendTo:
 +          - {DefinitionName: Switchable__SendTo, DestUnitId: obj264, UnitFileName: ''}
 +      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: !l 0
 +      Switchable__RespawnReset: !l 2
 +      Team: !l 0
 +      Translate: {X: -168.62500, Y: 532.37620, Z: 987.45650}
 +      UnitConfigName: Obj_SwitchPaintOcta
 +</code>
 +  * Switchable--RespawnReset: This parameter is common to most Switch objects, and should generally be left as 2 to make sure death doesn't lock players out. It's more noticeable in this case, as leaving this parameter as 0 will make the object appear visibly painted on respawn.
  
 ===== 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), you need RailTogglePoint. These are attached in the same way as [[blitz:special|Obj_AbstractLift]], connect it to the rail with RailableParams_Rail, and connect the objects you want moved with ActorBindable. Connect the SwitchShock to the RailTogglePoint with SwitchableSendTo. As far as I can tell, it must be attached to the destination rail point, not the original position. +In order to get obejcts to move in accordance with the progress of an Ink-Switch (SwitchShock), you need RailTogglePoint. These are attached in the same way as [[blitz:special|Obj_AbstractLift]], connect it to the rail with RailableParams_ToRail (not RailableParams_Rail), and connect the objects you want moved with ActorBindable. Connect the SwitchShock to the RailTogglePoint with SwitchableSendTo. A more complete explanation can be found at [[blitz:special|Invisible Objects]].
- +
-In Fld_OctCleaner_OctMsn, every RailTogglePointOcta has the following parameters.+
  
 <code> <code>
-      AccOff: 0.01000 +    - Id: obj960 
-      AccOn: 0.10000 +      IsLinkDest: false
-      DetectPlayerIsNearDistanceXZ: 100.00000 +
-      IsFollowRailPointRotate: false +
-      IsFollowRailRotate: false +
-      IsLinkDest: true +
-      IsSwitchStopSmooth: true+
       LayerConfigName: Cmn       LayerConfigName: Cmn
 +      Links:
 +        Switchable__SendTo:
 +          - {DefinitionName: Switchable__SendTo, DestUnitId: obj959, UnitFileName: ''}
       ModelName: null       ModelName: null
-      OutAreaSpeedRate: 1.00000 +      Rotate: {X: 0.00000, Y: -90.00000, Z: 0.00000} 
-      QuakeAmplitudeCoef: 1.00000 +      Scale: {X: 1.00000, Y: 1.00000, Z: 1.00000} 
-      QuakeDecrement: 0.20000 +      Switchable__InitialState: !l 0 
-      QuakeFrequency: 0.50000 +      Switchable__RespawnReset: !l 2
-      RailableParams__SolveType: !l 0 +
-      SwitchStopFrame: !l 0 +
-      SwitchStopRegist: 0.05000 +
-      SwitchableParams__InitialState: !l 0 +
-      SwitchableParams__RespawnReset: !l 2+
       Team: !l 2       Team: !l 2
 +      Translate: {X: 137.50000, Y: 150.00000, Z: -760.00000}
 +      UnitConfigName: SwitchShockOcta
 </code> </code>
-       +The SwitchShock object does not have any paramters unique to it.
-However, the following parameters are different. +
-<code> +
-      SpeedOff: 0.15000 +
-      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 they progress, and that needs to be reflected in the RailTogglePoint object's parameters, not the Ink Switch.
  
 ===== Canned Weapons ===== ===== 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 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.
 +
 +From D01 Ink from Above Station (OctMissleTacopter [sic]):
 +<code>
 +    - CheckColPillerContinuous: false
 +      DontActivateOnRespawn: false
 +      Id: obj636
 +      IsLinkDest: false
 +      LayerConfigName: Cmn
 +      Links: {}
 +      MainWeaponName: Twins_Gallon_00
 +      ModelName: null
 +      SubWeaponName: null
 +      Switchable__InitialState: !l 0
 +      Switchable__RespawnReset: !l 2
 +      Team: !l 2
 +      UnitConfigName: Obj_ItemCanMainSubOcta
 +</code>
  
 Canned Specials are simply called "Obj_" and the special's internal name, i.e. Obj_SuperLanding for a canned Splashdown. Canned Specials are simply called "Obj_" and the special's internal name, i.e. Obj_SuperLanding for a canned Splashdown.