Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Next revision
Previous revision
octa:objectgimmick [2026/07/22 17:07] – created gameboyadv4002octa:objectgimmick [2026/07/25 21:33] (current) gameboyadv4002
Line 3: Line 3:
 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 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 SwitchableParams__SendTo instead of Switchable__SendTo. 
 + 
 +The following example was extracted from Escape 2: Villi Phase (OctLastBoss01). It is connected to a normal floor object. 
 + 
 +<code> 
 +      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 
 +</code>