You are here: start » octa » objectgimmick

This is an old revision of the document!


Object Gimmicks

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.

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.

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 SwitchableParamsSendTo instead of SwitchableSendTo.

The following example was extracted from Escape 2: Villi Phase (OctLastBoss01). It is connected to a normal floor object.

      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