Object Gimmicks
Damage Laser
These are the lasers normally exclusively seen in Escape 4: Intestinal Phase. They serve quite a useful function as insta-kill object, allowing for the creation of custom level boundaries and hazards.
Both of the current map editors use the generic box for the damage laser asset. The laser itself is roughly 2/3 of the length of the box, with the laser going from the U side to the D side. It should be noted, the hitbox can stretched in all directions, not just the Y axis (the axis which the laser itself visibly extends across). It is recommended this is only used if you are trying to make insta-kill boundaries, such as the kill zone at the bottom of the map.
While setting it to team 0 makes it appear the player's colour, it is still insta-kill. I would recommend keeping it a team 2 for visual clarity.
Octowasher
Internally referred to as Obj_DamageConveyorOcta, these are the Flooder-like hazards seen on Ride Rails and other places. These have a diameter of 23.5 and a length of 15.6 units. They count as solid ground for an Inkjet.
While setting it to team 0 makes it appear the player's colour, it damages regardless. I would recommend keeping it a team 2 for visual clarity.
Step Switch
Internally referred to as Obj_StepSwitchOcta, these are the objects that activate upon being stood on. The only notable difference between them and other switch objects is that they are connected via SwitchableParamsSendTo instead of SwitchableSendTo.
The following example was extracted from Escape 2: Villi Phase (OctLastBoss01). It is connected to a normal floor object.
IsLinkDest: false
IsToggle: false
LayerConfigName: Cmn
Links:
SwitchableParams__SendTo:
- {DefinitionName: SwitchableParams__SendTo, DestUnitId: objXXX, UnitFileName: ''}
ModelName: null
SwitchableParams__InitialState: !l 0
SwitchableParams__RespawnReset: !l 2
Team: !l 2
UnitConfigName: Obj_StepSwitchOcta