Difference between revisions of "Laser Fence Ex"

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(Parameters)
(Unique Arguments)
 
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==Parameters==
 
==Parameters==
 +
==== Generic Arguments ====
 
* '''Skin''' - Value = 150, object ID.  Defines this object as a Extend Laser Fence.  Do not change.
 
* '''Skin''' - Value = 150, object ID.  Defines this object as a Extend Laser Fence.  Do not change.
 
* '''Unknown'''
 
* '''Unknown'''
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* '''Map Section''' - Room ID the enemy is in.  
 
* '''Map Section''' - Room ID the enemy is in.  
 
* '''Unknown'''
 
* '''Unknown'''
* '''Position 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.
* '''Position 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.
* '''Position 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''' - A code to determine the shape of the Laser Fence.
+
* '''(3) Collision Depth''' - Height of the collision box of the fence (Recommend 25 to match model).
** 0 - Short
+
* '''(4) Switch ID''' - Switch ID of the gate, if a button has the same id it will lock/unlock the fence.
** 1 - Long
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* '''(6) Model''' - A code to determine the shape of the Laser Fence.
** 2 - Invisible (?)
+
** ''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 (?)