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Object Gimmicks

Timed Splat Switch (Reversible Paintable Target)

Despite name and appearance, Obj_SwitchPaint(Small)Timer(Octa) is fairly different object from the perspective of a level editor. The most important part is that it instead refers to RailToggleOcta, the object that allows objects attached via ActorBindable to move back and forth across a rail according the player action. A more complete explanation can be found at Invisible Objects.

This example is from E11 Bodacious Rotation Station (OctBigRotate)

    - Id: obj549
      IsLinkDest: false
      IsPlayTimerSE: false
      IsUsePredictAlertOnOff: false
      LayerConfigName: Cmn
      Links:
        ActorBindable:
          - {DefinitionName: ActorBindable, DestUnitId: obj511, UnitFileName: ''}
        Switchable__SendTo:
          - {DefinitionName: Switchable__SendTo, DestUnitId: obj550, UnitFileName: ''}
      ModelName: null
      OffCounter: !l 660
      Switchable__InitialState: !l 0
      Switchable__RespawnReset: !l 2
      Team: !l 2
      UnitConfigName: Obj_SwitchPaintSmallTimerOcta
  • OffCounter: used to measure how long the SwitchPaintTimer remains active for before reverting

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 by scaling the X axis, not just the Y axis (the axis which the laser itself visibly extends across). This extends the hitbox in both the X and Z dimensions (scaling the Z axis appears to have minimal effect), seemingly in the shape of a circle. This hitbox appears to be roughly 1/3 the width of the box.

It is recommended to mainly use X axis scaling for making insta-kill boundaries due to the lack of visual clarity. Another issue is that lasers do not consistently render upon respawn. Further research is needed as to the circumstances.

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