Create Objects: Difference between revisions
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[[File:Jumppad1.png|border]][[File:Jumppad2.png|border|359x359px]] | [[File:Jumppad1.png|border]][[File:Jumppad2.png|border|359x359px]] | ||
:Info Target: Can be used as the target position of the Jump Pad. | :'''Info Target''': Can be used as the target position of the Jump Pad. | ||
::Edit the Target Name | ::Edit the '''Target Name''': | ||
:: | ::[[File:Jumppad3.png|border]] | ||
:::Target Name for I/O scripting fire inputs. | :::Target Name for I/O scripting fire inputs. | ||
Revision as of 12:29, 14 July 2023
This chapter will introduce various objects used to create scenes in GamingGrid.
Primitives
There are 6 kind of primitives available in GamingGrid(Cone/Cube/Cylinder/Plane/Sphere/Wedge).
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Mesh Pivot: Desired Pivot
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- Set where the Pivot indicator appears: center/corner/bottom
Material: choose a material texture for the primitive.
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World Align Texture: Use World-Aligned Texture Coordinates, Or Not.
U Offset & V Offset: Texcoord Offset(Horizontal & Vertical), but not available for World Align Texture.
UV Rotation: Rotate The Texture.
U Scale & V Scale: Texcoord Scale(Horizontal & Vertical)
Color 0: Multiply the base texture color. For the Neon material, this is the Neon Color.
Color 1: If material supports emission, this is the emission color multiplier(Not used by Neon Material).
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Illusionary: Illusionary(Non-Solid)has no Collisions whatsoever.
Movement Func: Simulate Primitive with movement(Rotating/Platform/Train)
- Rotating:
- Spawnflags:
-
- Start On: Start rotating immediately.
- Rotate Backward: Rotate in the opposite direction by default.
- Rotation: X/Y/Z-Axis: Rotate around the X(Red)/Y(Green)/Z(Blue)Axis(Default).
- Accel/Decel: Accelerate/Decelerate to max speed when Toggled, otherwise change speed immediately.
- Max Rotation Speed: The maximum rotation speed, in degrees per second.
- Rotational Friction: The amount of rotational friction. Value must be between 0 and 100%.
- Blocked Damage: Damage per second to inflict to anything that is blocking movement.
- Blocked Damage Type: Damage Type to use for Blocking Damage(Generic/Crush/Slash).
- Outputs:
- OnGetSpeed: Fired when the GetSpeed input is called. The current speed is passed with this output.
- OnStarted: Fired when rotation is started.
- OnStopped: Fired when rotation is stopped.
- Platform:
- Platform Height: Height that the platform moves.
- Start At Top: Start with platform up to top height at begin play, instead of starting location.
- Top Yaw Rotation: Final Yaw rotation of the platform at the top. The rotation is relative to the initial rotation,
- e.g. 180 would mean when it reaches the top the platform is rotated 180 degrees from it's starting rotation.
- Manual Input: Platform can only be moved by input'ManualMove'.
- Platform Movement Speed: Speed that the platform moves.
- Auto-Move: Start moving automatically, oscillating between top and bottom.
- Auto-Move Delay: When reaching top/bottom, wait this many seconds before moving again.
- Blocked Damage: Damage per second to inflict to anything that is blocking movement.
- Blocked Damage Type: Damage Type to use for Blocking Damage(Generic/Crush/Slash).
- Outputs:
- OnStartMove: Fired when Platform starts moving.
- OnStopMove: Fired when Platform stops moving.
- OnReachedTop: Fired when Platform reaches the top.
- OnReachedBottom: Fired when Platform reaches the bottom.
- OnBlocked: Fired when Platform is blocked for movement.
- Train:
- Blocked Damage: Damage per second to inflict to anything that is blocking movement.
- Blocked Damage Type: Damage Type to use for Blocking Damage(Generic/Crush/Slash).
Fracturable: Can this object be fractured.
- Objects will always break in it's Y-axis direction.
- When an object break, it would remains on other objects it is connected to.
- Max Durability: Damage required until glass cracks/non-glass breaks apart.
- Should Respawn: Should this fracturable respawn.
- Respawn Time: Time before the fracturable will respawn.
- Fracture Flags: Reset to default value.
- Input-Only: Ignores all damage/impact, only breaks via the break input.
- Break on Touch: Break only when a player or npc touches.
- Break on Physics, immediately: Break when any simulated physical object touches, immediately.
- Ignore damage/impact: Ignore damage, use in conjunction with Break on touch/physics flags.
Surface Override: Override the physical surface, instead of using the actual material type.
Logic
Interaction
I/O
Jump Pad
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- Info Target: Can be used as the target position of the Jump Pad.
- Edit the Target Name:
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- Target Name for I/O scripting fire inputs.
Ladder
Teleport