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| octa:objectgimmick [2026/07/25 13:27] – gameboyadv4002 | octa: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, | ||
| + | |||
| + | 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 | ||
| + | |||
| + | |||
| ===== 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: | ||
| + | </ | ||