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blitz:special [2026/07/26 13:35] – gameboyadv4002blitz:special [2026/09/24 02:41] (current) – nyarumi
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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.
 +
 +===== RailTogglePoint =====
 +This object cab be considered a more specific version of AbstractLift, instead used for objects that can move back and forth along a rail depending on player actions. The spinning Ink Switches and timed Splat Switches are examples that use this instead, and the link used to communicate between objects is still Switchable--SendTo. However the link used to attach RailTogglePoint to the rail is RailableParams--ToRail, not RailableParams--Rail, using the latter will result in no movement.
 +
 +Below is a RailTogglePoint object used in E11 Bodacious Rotation Station (OctBigRotate). It is activated by a small timed Splat Switch (Obj_SwitchPaintSmallTimerOcta).
 +<code>
 +    - AccOff: 0.02000
 +      AccOn: 0.02000
 +      DetectPlayerIsNearDistanceXZ: 100.00000
 +      Id: obj550
 +      IsFollowRailPointRotate: true
 +      IsFollowRailRotate: false
 +      IsLinkDest: true
 +      IsSwitchStopSmooth: true
 +      LayerConfigName: Cmn
 +      Links:
 +        RailableParams__ToRail:
 +          - {DefinitionName: RailableParams__ToRail, DestUnitId: rail14/0, UnitFileName: ''}
 +      ModelName: null
 +      OutAreaSpeedRate: 1.00000
 +      QuakeAmplitudeCoef: 1.00000
 +      QuakeDecrement: 0.20000
 +      QuakeFrequency: 0.50000
 +      RailableParams__SolveType: !l 0
 +      SpeedOff: 0.40000
 +      SpeedOn: 0.40000
 +      SwitchStopFrame: !l 0
 +      SwitchStopRegist: 0.05000
 +      SwitchableParams__InitialState: !l 0
 +      SwitchableParams__RespawnReset: !l 2
 +      Team: !l 2
 +      TerminateAtTerminal: false
 +      UnitConfigName: RailTogglePointOcta
 +</code>
 +
 +In E09 Squee-G Funk Station (OctCleaner), every RailTogglePointOcta has the following parameters.
 +
 +<code>
 +      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
 +      RailableParams__SolveType: !l 0
 +      SwitchStopFrame: !l 0
 +      SwitchStopRegist: 0.05000
 +      SwitchableParams__InitialState: !l 0
 +      SwitchableParams__RespawnReset: !l 2
 +      Team: !l 2
 +</code>
 +      
 +However, the following parameters are different.
 +<code>
 +      SpeedOff: 0.15000
 +      SpeedOn: 0.80000
 +      TerminateAtTerminal: false
 +</code>
  
 <heading 2>SEObj </heading> <heading 2>SEObj </heading>
Line 8: Line 73:
 <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.
 +
 +<heading 2>PaintedArea </heading>
 +Use PaintedArea objects to add splotches of paint to your level.
 +
 +{{:blitz:paintedarea90x90editor.png?720|}}
 +
 +{{:blitz:paintedarea90x90game.jpg?720}}
 +
 +The shape of a PaintedArea object does not do a good job of informing you where the paint will end up. The above two images show the same level, one in an editor and one in game. Each Painted area is scaled {X: 5, Y: 2, Z: 5}, with the rightmost area's base being nearly at the same position as the floor's position.
 +
 +{{:blitz:paintedarea180x90editor.png?720|}}
 +
 +{{:blitz:paintedarea180x90game.jpg?720|}}
 +
 +Despite sharing almost the same relative position, you can see that the PaintedArea objects on the 180x90 floors have a different pattern. You will often need to test the levels yourself to make sure the paint shows up as intended.
 +
 +<heading 2>CompassWithNavigator </heading>
 +This object controls objective pointers, and so can't quite be called invisible, but it is not exactly corporeal either. Any object can be pointed to.
 +
 +<code>
 +    - Id: obj906
 +      IsLinkDest: true
 +      LayerConfigName: Cmn
 +      Links:
 +        Target:
 +          - {DefinitionName: Target, DestUnitId: obj864, UnitFileName: ''}
 +      ModelName: null
 +      Rotate: {X: 0.00000, Y: 0.00000, Z: 0.00000}
 +      SEType: !l 0
 +      Scale: {X: 1.00000, Y: 1.00000, Z: 1.00000}
 +      Team: !l 2
 +      Translate: {X: 805.00000, Y: 330.00000, Z: -1000.00000}
 +      UnitConfigName: Obj_CompassWithNavigatorOcta
 +</code>