Difference between revisions of "Targetable Object"
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(→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 ==== | ||
− | + | * '''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. |
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.