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blitz:objectgimmick [2026/08/06 17:58] – adding splat switch gameboyadv4002blitz:objectgimmick [2026/10/05 19:17] (current) – gameboyadv4002
Line 32: Line 32:
 </code> </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.   * 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.
 +
 +If a Switchable--SendTo points to a Splat Switch, it becomes unpaintable until that signal is sent.
  
 ===== Ink-Switch (Spinning Target) ===== ===== Ink-Switch (Spinning Target) =====
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 ===== 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.
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       IntervalFrame: !l x + 2y       IntervalFrame: !l x + 2y
 </code> </code>
-      +   
 + ===== Spreaders ===== 
 + Spreaders are internally referred to as Obj_PaintLift(Slide/Turn)(H/W)(6/12)M(Octa). 
 + 
 +These objects act in the same way as other Railable objects, and can be reversed like them too. 
 + 
 +This is the Spreader from E05 Hypercolor Station (OctToggleNuriSwitch): 
 +<code> 
 +    - BindType: !l 0 
 +      CheckGndCollision: false 
 +      FreeRotDeg__X: 0.00000 
 +      FreeRotDeg__Y: 0.00000 
 +      FreeRotDeg__Z: 0.00000 
 +      GameFrameToStop: !l -1 
 +      Id: obj409 
 +      IsDoublePrecisionGndCol: false 
 +      IsLinkDest: false 
 +      IsPaintIfStop: false 
 +      LayerConfigName: Cmn 
 +      Links: 
 +        RailableParams__Rail: 
 +          - {DefinitionName: RailableParams__Rail, DestUnitId: rail3/0, UnitFileName: ''} 
 +      ModelName: null 
 +      NoUseRotatePiller: false 
 +      PaintRepeatFrame: !l 10 
 +      RailableParams__AttCalc: !l 1 
 +      RailableParams__BreakFrame: !l 60 
 +      RailableParams__ConstantVelUnitLength: 10.00000 
 +      RailableParams__Interpolation: !l 0 
 +      RailableParams__MoveFrame: !l 120 
 +      RailableParams__Patrol: !l 2 
 +      RailableParams__StandbyFrame: !l 0 
 +      RailableParams__Vel: !l 0 
 +      Rotate: {X: 0.00000, Y: 0.00000, Z: 0.00000} 
 +      Scale: {X: 1.00000, Y: 1.00000, Z: 1.00000} 
 +      SizeX: 60.00000 
 +      SizeZ: 60.00000 
 +      Team: !l 1 
 +      Translate: {X: 389.86720, Y: 80.00000, Z: 998.06250} 
 +      UnitConfigName: Obj_PaintLiftSlideW6MOcta 
 +      UseHeightRange: true 
 +      UseStrictNrmCheck: false 
 +      WarpTargetPosBlockable: false 
 +</code> 
 +     
 ===== Dash Tracks/Panels ===== ===== Dash Tracks/Panels =====
 Dash tracks are internally referred to as Obj_DashPanel. Dash tracks are internally referred to as Obj_DashPanel.