Create Objects

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Revision as of 17:46, 13 July 2023 by YuKiraS (talk | contribs)
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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.

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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:

Fracturable Surface Override

Logic