Difference between revisions of "Door Color Bar"

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(Parameters)
(Parameters)
 
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* '''(5) Num Locks and Lock ID''' - Two separate fields. The upper 2 bytes designates the number of locks and the lower two bytes designate the first lock ID. Using the decimal value of 0x2000A will designate two locks, starting with Lock ID 10. The object is considered unlocked when all of the designated locks are unlocked.
 
* '''(5) Num Locks and Lock ID''' - Two separate fields. The upper 2 bytes designates the number of locks and the lower two bytes designate the first lock ID. Using the decimal value of 0x2000A will designate two locks, starting with Lock ID 10. The object is considered unlocked when all of the designated locks are unlocked.
 
* '''(6) ARGB''' - Color Alpha | Red | Green | Blue. 0-255 for each, use hex calculator to transform Hex number into Decimal. If parameter 4 is set, this color is always displayed, regardless of the lock status.
 
* '''(6) ARGB''' - Color Alpha | Red | Green | Blue. 0-255 for each, use hex calculator to transform Hex number into Decimal. If parameter 4 is set, this color is always displayed, regardless of the lock status.
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The number of locks in parameter 5 can be set up to 255.

Latest revision as of 21:41, 10 June 2022

Object

Displays a Door Color Bar on the map. When locked, it shows up as red. When unlocked, shows up as green.

Parameters

Generic Arguments

  • Skin - Value = 39, object ID. Defines this object as a Door Color Bar. Do not change.
  • Unknown
  • Unknown
  • ID - Identifying ID for the object, not necessary to change.
  • Appear Flag - ID group for hide/unhide.
    • All objects with a non 0 value are hidden, when an unhide operation with the provided parameter this object will appear (in addition to all other objects with the same value).
  • Map Section - Room ID the enemy is in.
  • Unknown
  • Position X - X coordinate of Door Color Bar in reference to the center of the room.
  • Position Y - Y coordinate of Door Color Bar Trap in reference to the center of the room.
  • Position Z - Z coordinate of Door Color Bar Trap in reference to the center of the room.
  • Rotation Y - Rotation on the Y-Axis of Door Color Bar object (Rotation Values)

Unique Arguments

  • (1) Scale - Scale multiplier for the icon on the minimap. Decimal numbers such as 1.5 are acceptable.
  • (2) Not used
  • (3) Not used
  • (4) Use Fixed Color - If set to higher than 0, the icon on the minimap will always use parameter 6 for the color.
  • (5) Num Locks and Lock ID - Two separate fields. The upper 2 bytes designates the number of locks and the lower two bytes designate the first lock ID. Using the decimal value of 0x2000A will designate two locks, starting with Lock ID 10. The object is considered unlocked when all of the designated locks are unlocked.
  • (6) ARGB - Color Alpha | Red | Green | Blue. 0-255 for each, use hex calculator to transform Hex number into Decimal. If parameter 4 is set, this color is always displayed, regardless of the lock status.

The number of locks in parameter 5 can be set up to 255.