You are here: start » blitz » objectgimmick

This is an old revision of the document!


Object Gimmicks

Sponges

Sponges are internally labelled as type A,B,C,D and E, dictated how they expand. For B, they expand equally in all directions. In A and D, the bottom face of the sponge stays in the same place, causing it to expand upwards. In C and E, the top face stays static, causing it to expand downwars. In D and E, the back face stays in the same place, causing it to expand forward.

An unusual quirk of the way these five classes have been set up is that it causes the sponges to shift from their coordinates. In the above screenshot of J07 Outrageous Station (Fld_OctTrench_OctMsn), we can see Obj_SpongeAOcta and Obj_SpongeCOcta occupying the same coords of (735, 285, -90). In the actual game, these sponges become adjacent to each other, with A moving up 5 units and C moving down 5 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.

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 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 Fld_OctCleaner_OctMsn, every RailTogglePointOcta has the following parameters.

  • AccOff: 0.01000
  • AccOn: 0.10000
  • DetectPlayerIsNearDistanceXZ: 100.00000
  • IsFollowRailPointRotate: false
  • IsFollowRailRotate: false
  • IsLinkDest: true
  • IsSwitchStopSmooth: true
  • LayerConfigName: Cmn
  • ModelName: null
  • OutAreaSpeedRate: 1.00000
  • QuakeAmplitudeCoef: 1.00000
  • QuakeDecrement: 0.20000
  • QuakeFrequency: 0.50000
  • RailableParamsSolveType: !l 0
  • SwitchStopFrame: !l 0
  • SwitchStopRegist: 0.05000
  • SwitchableParamsInitialState: !l 0
  • SwitchableParamsRespawnReset: !l 2

However, the following parameters are different.

  • TerminateAtTerminal: (bool)
  • SpeedOff: (float)
  • SpeedOn: (float)

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.