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octa:objectgimmick [2026/08/02 19:29] – gameboyadv4002octa:objectgimmick [2026/08/06 17:58] (current) – gameboyadv4002
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 ====== Object Gimmicks ====== ====== 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 [[blitz:special|Invisible Objects]].
 +
 +This example is from E11 Bodacious Rotation Station (OctBigRotate)
 +<code>
 +    - 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
 +</code>
 +  * OffCounter: used to measure how long the SwitchPaintTimer remains active for before reverting
 +
 +
 ===== Damage Laser ===== ===== 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. 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.