Difference between revisions of "Targetable Object"

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(Generic Arguments)
(Unique Arguments: I have no idea why I wrote that for param6 years ago. Didn't dig into it until I looked at 60 sub91 packet.)
 
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==== Unique Arguments ====
 
==== Unique Arguments ====
* '''Frames''' - This determines how many frames the object waits until it relocks.
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* '''Active ID''' - This must be unlocked in order to be able to target the targetable object.
*** '''Active ID''' - This must be unlocked in order to be able to target the targetable object.
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* '''Target Type''' - Boolean, set to negative if you don't want the target reticle to show up and positive if you want a reticle.
*** '''Target Type''' - Boolean, set to -1 if you don't want the target reticle to show up, 1 if you want a reticle.
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* '''Switch ID''' - Switch to be unlocked when activated.
*** '''Switch ID''' - Switch to be unlocked when activated.
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* '''HP''' - Amount of hits it takes to activate the targetable object. The game adds 1 to this value and caps the HP to a max of 256.
*** '''HP''' - Amount of hits it takes to activate the targetable object.
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* '''5''' - Set to 0, does not need to be changed.
*** '''5''' - Set to 0, does not need to be changed.
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* '''No Unlock''' - Set to 0. Setting this to 1 will disable unlocking '''Switch ID''' when the object reaches 0 HP.
*** '''6''' - Set to 0, does not need to be changed.
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Latest revision as of 03:56, 29 September 2024

Object

Object in which the player can attack to activate a switch

Parameters

Generic Arguments

  • Skin - Value = 35, Targetable Object. Defines this object as a Targetable Object, 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 object is in
  • Unknown
  • Position X - X coordinate of count down object in reference to the center of the room.
  • Position Y - Y coordinate count down object in reference to the center of the room.
  • Position Z - Z coordinate count down object in reference to the center of the room.
  • Rotation Y - Rotation of the object.

Unique Arguments

  • Active ID - This must be unlocked in order to be able to target the targetable object.
  • Target Type - Boolean, set to negative if you don't want the target reticle to show up and positive if you want a reticle.
  • Switch ID - Switch to be unlocked when activated.
  • HP - Amount of hits it takes to activate the targetable object. The game adds 1 to this value and caps the HP to a max of 256.
  • 5 - Set to 0, does not need to be changed.
  • No Unlock - Set to 0. Setting this to 1 will disable unlocking Switch ID when the object reaches 0 HP.