Warning: Undefined array key 1 in /var/www/html/lib/tpl/mikio-blitz/mikio.php on line 815

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
blitz:objectgimmick [2026/08/06 17:27] – moving RailTogglePoint to Invisible Objects gameboyadv4002blitz:objectgimmick [2026/08/17 19:52] (current) – gameboyadv4002
Line 10: Line 10:
 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) =====
Line 36: Line 58:
 ===== 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.