Difference between revisions of "Laser Fence Ex"

From Unofficial QEdit Wiki Guide
Jump to: navigation, search
(Created page with "==Use== Extended Laser Fence that can be used to block paths for players, can be locked or unlocked by button or floor panel. ==Parameters== * '''Skin''' - Value - 150, Displ...")
 
(Unique Arguments)
 
(8 intermediate revisions by 2 users not shown)
Line 1: Line 1:
==Use==
+
==Object==
 
Extended Laser Fence that can be used to block paths for players, can be locked or unlocked by button or floor panel.
 
Extended Laser Fence that can be used to block paths for players, can be locked or unlocked by button or floor panel.
  
 
==Parameters==
 
==Parameters==
* '''Skin''' - Value - 150, Displayed skin, do not change.
+
==== Generic Arguments ====
 +
* '''Skin''' - Value = 150, object ID.  Defines this object as a Extend Laser Fence.  Do not change.
 
* '''Unknown'''
 
* '''Unknown'''
 
* '''Unknown'''
 
* '''Unknown'''
Line 9: Line 10:
 
* '''Appear Flag''' - ID group for hide/unhide.
 
* '''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).
 
** 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''' - The ID of the room the object is in.  
+
* '''Map Section''' - Room ID the enemy is in.  
 
* '''Unknown'''
 
* '''Unknown'''
* '''Pos X''' - X coordinate of Large Elemental Trap in reference to the center of the room.
+
* '''Position X''' - X coordinate in reference to the center of the room.
* '''Pos Y''' - Y coordinate of Large Elemental Trap in reference to the center of the room.
+
* '''Position Y''' - Y coordinate in reference to the center of the room.
* '''Pos Z''' - Z coordinate of Large Elemental Trap in reference to the center of the room.
+
* '''Position Z''' - Z coordinate in reference to the center of the room.
* '''Rotation Y''' - Rotation on the Y axis ([[Rotation Values]])
+
* '''Rotation Y''' - Rotation on the Y-Axis of laser fence object ([[Rotation Values]])
* '''Color''' - Color of the laser fence.
+
 
* '''Collision Width''' - Width of the collision box of the fence (Recommend 6, if too thin, players can walk through).
+
==== Unique Arguments ====
* '''Collision Depth''' - Height of the collision box of the fence (Recommend 25 to match model).
+
* '''(1) Color''' - Color of the laser fence.
* '''Switch ID''' - Switch ID of the gate, if a button has the same id it will lock/unlock the fence.
+
* '''(2) Collision Width''' - Width of the collision box of the fence (Recommend 6, if too thin, players can walk through).
* '''Model''' -
+
* '''(3) Collision Depth''' - Height of the collision box of the fence (Recommend 25 to match model).
 +
* '''(4) Switch ID''' - Switch ID of the gate, if a button has the same id it will lock/unlock the fence.
 +
* '''(6) Model''' - A code to determine the shape of the Laser Fence.
 +
** ''0 - Short''
 +
** ''1 - Long''
 +
** ''2 - Invisible (?)''

Latest revision as of 03:55, 5 August 2018

Object

Extended Laser Fence that can be used to block paths for players, can be locked or unlocked by button or floor panel.

Parameters

Generic Arguments

  • Skin - Value = 150, object ID. Defines this object as a Extend Laser Fence. 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 Y - Rotation on the Y-Axis of laser fence object (Rotation Values)

Unique Arguments

  • (1) Color - Color of the laser fence.
  • (2) Collision Width - Width of the collision box of the fence (Recommend 6, if too thin, players can walk through).
  • (3) Collision Depth - Height of the collision box of the fence (Recommend 25 to match model).
  • (4) Switch ID - Switch ID of the gate, if a button has the same id it will lock/unlock the fence.
  • (6) Model - A code to determine the shape of the Laser Fence.
    • 0 - Short
    • 1 - Long
    • 2 - Invisible (?)