Difference between revisions of "Smashing Pillar"
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(Created page with "==Object== Smashing Pillars can be used as obstacles or as a barrier to be locked or unlocked, or relocked. ==== ID List: ==== * (072) Teleporter Door * (086) Lab Teleporter...") |
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Revision as of 17:21, 1 November 2023
Object
Smashing Pillars can be used as obstacles or as a barrier to be locked or unlocked, or relocked.
ID List:
- (072) Teleporter Door
- (086) Lab Teleporter Door
- (128) Forest Door
- (193) Caves 4-Button Door
- (194) Caves Normal Door
- (206) Caves Switch Door
- (256) Mines Door
- (258) Mines Switch Door
- (324) Ruins 1 Door
- (325) Ruins 3 Door
- (326) Ruins 2 Door
- (327) Ruins 1 1-Button Door
- (328) Ruins 2 1-Button Door
- (329) Ruins 3 1-Button Door
- (330) Ruins 4-Button Door
- (331) Ruins 2-Button Door
- (402) Spaceship Door
- (416) Temple Normal Door
- (427) Temple 4-Button Door
- (448) Spaceship 4-Button Door
- (514) CCA Door
- (516) Big CCA Door
- (545) Seabed Door 1
- (546) Seabed Door 2 (Always Open)
- (699) Lab Glass Window Door
Parameters
Generic Arguments
- Skin - Value = A value from above ID List, object ID. Defines this object as a door. 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 in reference to the center of the room.
- Position Y - Y coordinate in reference to the center of the room.
- Position Z - Z coordinate in reference to the center of the room.
- Rotation X - Rotation on the X-Axis of the button object (Rotation Values)
- Rotation Y - Rotation on the Y-Axis of the button object (Rotation Values)
- Rotation Z - Rotation on the Z-Axis of the button object (Rotation Values)
Unique Arguments
- (1) Duration - Determines how often pillar smashes.
- (2) Start Delay - Delay in frames you want the Smasher to start from. By Default, all Smashers start Mashing at the same time on the whole floor.
- (3) Damage - Determines how much damage the pillar does if hit by it. Scales per difficulty
- (4) Switch ID - Switch ID of the pillar. Only gets used if Behavior is set to 1 or 2.
- (5) Global Sync - This will sync the Pillar with other ones so they are on the same smashing rhythm.
- (6) Behavior - Determines the behavior of the Smasher.
- 0 = Behaves like a regular Smasher, uses the Duration for how often it smashes.
- 1 = Unsure.
- 2 = Behaves like a barrier. Uses the Switch ID and will be open if the specified switch is unlocked, closed if the specified switch is locked.