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Special Objects

Obj_AbstractLift

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.

SEObj

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.

EnemyMoveLimitArea

Unique in that all that needs to be done in for the enemy to be within the area, no linking is necessary.

PaintedArea

Use PaintedArea objects to add splotches of paint to your level.

paintedarea90x90game.jpg

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.

Despite sharing almost the same relative position, you can see that the PaintedArea objects on the 180×90 floors have a different pattern. You will often need to test the levels yourself to make sure the paint shows up as intended.