Create Objects

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Revision as of 18:55, 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:
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