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| octa:objectgimmick [2026/07/25 13:27] – gameboyadv4002 | octa:objectgimmick [2026/11/05 17:30] (current) – gameboyadv4002 | ||
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| ====== Object Gimmicks ====== | ====== Object Gimmicks ====== | ||
| + | =====8-Ball ===== | ||
| + | Obj_VictoryBallOcta is a fairly simple object on its own. The below example is taken from A03 Wassup 8-Ball Station (OctVBallUpDown): | ||
| + | < | ||
| + | - Id: obj242 | ||
| + | IsEnableCulling: | ||
| + | IsLinkDest: true | ||
| + | IsRotLaunchDashRing: | ||
| + | LayerConfigName: | ||
| + | Links: {} | ||
| + | ModelName: null | ||
| + | Rotate: {X: 0.00000, Y: 0.00000, Z: 0.00000} | ||
| + | Scale: {X: 1.00000, Y: 1.00000, Z: 1.00000} | ||
| + | Team: !l 2 | ||
| + | Translate: {X: -297.50000, Y: 60.00000, Z: 670.00000} | ||
| + | UnitConfigName: | ||
| + | </ | ||
| + | |||
| + | If the 8-Ball falls below its original height for a little over a second, the mission failure is triggered. Note that if the ball falls down a slope of 30 degree incidence or less, it still counts as falling. | ||
| + | |||
| + | A quick guide to fall speeds depending on slope incidence, measured in seconds needed to cross 180 units: | ||
| + | |||
| + | | ^ Starting at 0 vel^ Max vel^ | ||
| + | ^ 75 deg | ||
| + | ^ 60 deg | ||
| + | ^ 45 deg | ||
| + | ^ 30 deg | ||
| + | |||
| + | ====8-Ball Launcher==== | ||
| + | Obj_DashRingVBall(Strong)Octa will toss any VBall that enters its radius. The following example is from E04 Heinous 8-Ball Station (OctVBallPiroPiro): | ||
| + | < | ||
| + | - Id: obj16 | ||
| + | InnerRadius: | ||
| + | IsAttractCenter: | ||
| + | IsLinkDest: false | ||
| + | LayerConfigName: | ||
| + | Links: {} | ||
| + | ModelName: null | ||
| + | Rotate: {X: 0.00000, Y: 90.00000, Z: 90.00000} | ||
| + | Scale: {X: 1.00000, Y: 1.00000, Z: 1.00000} | ||
| + | Team: !l 2 | ||
| + | Translate: {X: -539.92970, Y: 111.10160, Z: -840.03910} | ||
| + | UnitConfigName: | ||
| + | </ | ||
| + | |||
| + | The following is the amount of seconds in the air and distance units covered for a given angle (assuming 90 is pointing straight up): | ||
| + | | ^ Seconds in Air^ Distance covered while in Air^ Distance after rolling^ | ||
| + | ^ 85 deg | ||
| + | ^ 80 deg | ||
| + | ^ 75 deg | ||
| + | ^ 60 deg | ||
| + | ^ 45 deg | ||
| + | ^ 30 deg | ||
| + | ^ 15 deg | ||
| + | |||
| + | and for the Strong variant: | ||
| + | | ^ Seconds in Air^ Distance covered while in Air^ Distance after rolling^ | ||
| + | ^ 85 deg | ||
| + | ^ 80 deg | ||
| + | ^ 75 deg | ||
| + | ^ 60 deg | ||
| + | ^ 45 deg | ||
| + | ^ 30 deg | ||
| + | ^ 15 deg | ||
| + | |||
| + | ===== 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, | ||
| + | |||
| + | This example is from E11 Bodacious Rotation Station (OctBigRotate) | ||
| + | < | ||
| + | - Id: obj549 | ||
| + | IsLinkDest: false | ||
| + | IsPlayTimerSE: | ||
| + | IsUsePredictAlertOnOff: | ||
| + | LayerConfigName: | ||
| + | Links: | ||
| + | ActorBindable: | ||
| + | - {DefinitionName: | ||
| + | Switchable__SendTo: | ||
| + | - {DefinitionName: | ||
| + | ModelName: null | ||
| + | OffCounter: !l 660 | ||
| + | Switchable__InitialState: | ||
| + | Switchable__RespawnReset: | ||
| + | Team: !l 2 | ||
| + | UnitConfigName: | ||
| + | </ | ||
| + | * OffCounter: used to measure how long the SwitchPaintTimer remains active for before reverting | ||
| + | |||
| + | ===== Toggleable Splat Switch (Reversible Paintable Target) ===== | ||
| + | Obj_SwitchPaintToggleOcta is identical to Obj_SwitchPaint in terms of byaml contents. The difference is the ability to enemies to paint them over, which reverses their effects when directed through a [[invisobject|Obj_LiftReverseObjOcta]]. Using an OffCounter timer to reset the Switch has the same effects as being painted over with hostile ink. | ||
| + | |||
| ===== 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. | ||
| - | 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 | + | 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 |
| + | |||
| + | It is recommended to mainly use X axis scaling for making | ||
| + | |||
| + | While setting it to team 0 makes it appear the player' | ||
| + | |||
| + | ===== Octowasher ===== | ||
| + | Internally referred to as Obj_DamageConveyorOcta, | ||
| + | |||
| + | While setting it to team 0 makes it appear | ||
| + | |||
| + | ===== Step Switch ===== | ||
| + | Internally referred to as Obj_StepSwitchOcta, | ||
| + | |||
| + | The following example was extracted from Escape 2: Villi Phase (OctLastBoss01). It is connected to a normal floor object. | ||
| + | |||
| + | < | ||
| + | IsLinkDest: false | ||
| + | IsToggle: false | ||
| + | LayerConfigName: | ||
| + | Links: | ||
| + | SwitchableParams__SendTo: | ||
| + | - {DefinitionName: | ||
| + | ModelName: null | ||
| + | SwitchableParams__InitialState: | ||
| + | SwitchableParams__RespawnReset: | ||
| + | Team: !l 2 | ||
| + | UnitConfigName: | ||
| + | </ | ||