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blitz:special [2026/06/05 17:46] gameboyadv4002blitz:special [2026/07/26 13:35] (current) gameboyadv4002
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 <heading 2>Obj_AbstractLift </heading> <heading 2>Obj_AbstractLift </heading>
 This is effectively an invisible point, used as an anchor for other objects. ActorBindable can be used to bind any object to any other object, allowing the bound object to rotate/translate with the target (note that this is not the bound object simply copying the changes done to the target, but keeping the same angle and distance from the target). AbstractLift is used so that an actual interactable object is not needed, and to have a single-obvious source of the ActorBinding. This is effectively an invisible point, used as an anchor for other objects. ActorBindable can be used to bind any object to any other object, allowing the bound object to rotate/translate with the target (note that this is not the bound object simply copying the changes done to the target, but keeping the same angle and distance from the target). AbstractLift is used so that an actual interactable object is not needed, and to have a single-obvious source of the ActorBinding.
 +
 +<heading 2>SEObj </heading>
 +SEObj presumably stands for Sound Effect Object (instead of the more standard abbreviation of SFX). It can be connected with a simple Switchable\_\_SendTo link.
  
 <heading 2>EnemyMoveLimitArea </heading> <heading 2>EnemyMoveLimitArea </heading>
 Unique in that all that needs to be done in for the enemy to be within the area, no linking is necessary. Unique in that all that needs to be done in for the enemy to be within the area, no linking is necessary.