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| octa:objectgimmick [2026/07/22 17:07] – created gameboyadv4002 | octa:objectgimmick [2026/07/25 21:33] (current) – gameboyadv4002 | ||
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| 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. | ||
| - | Both of the current map editors use the generic box for the damage laser asset. The laser is roughly 2/3 of the length of the laser itself, 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. | + | Both of the current map editors use the generic box for the damage laser asset. The laser itself |
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| + | While setting it to team 0 makes it appear the player' | ||
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| + | ===== Octowasher ===== | ||
| + | Internally referred to as Obj_DamageConveyorOcta, | ||
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| + | While setting it to team 0 makes it appear the player' | ||
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| + | ===== Step Switch ===== | ||
| + | Internally referred to as Obj_StepSwitchOcta, | ||
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| + | The following example was extracted from Escape 2: Villi Phase (OctLastBoss01). It is connected to a normal floor object. | ||
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| + | < | ||
| + | IsLinkDest: false | ||
| + | IsToggle: false | ||
| + | LayerConfigName: | ||
| + | Links: | ||
| + | SwitchableParams__SendTo: | ||
| + | - {DefinitionName: | ||
| + | ModelName: null | ||
| + | SwitchableParams__InitialState: | ||
| + | SwitchableParams__RespawnReset: | ||
| + | Team: !l 2 | ||
| + | UnitConfigName: | ||
| + | </ | ||