Create Objects: Difference between revisions

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:::'''OnStopped''': Fired when rotation is stopped.
:::'''OnStopped''': Fired when rotation is stopped.


:'''Platform''':
::'''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.
::
 


Fracturable
Fracturable
Surface Override
Surface Override
== '''Logic''' ==
== '''Logic''' ==

Revision as of 18:18, 13 July 2023

This chapter will introduce various objects used to create scenes in GamingGrid.

Primitives

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.

Error creating thumbnail: Unable to save thumbnail to destination

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.


Fracturable Surface Override

Logic