Smashing Pillar

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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 = Behaves like a barrier, however it requires a switch set to -1 Stay Active and closes immediately when the switch is not active.
    • 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.