Difference between revisions of "Object/KaraPillar"

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(Description, Parameter, and railpath info)
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! align=center | Setting 7
 
! align=center | Setting 7
 
<onlyinclude>{{ObjectListEntry|1|KaraPillar|4042|
 
<onlyinclude>{{ObjectListEntry|1|KaraPillar|4042|
|s0= Fall Delay<sup id="footnote_inline_s0">[[#footnote_note_s0|*]]</sup>
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|s0= Fall Delay (in #frames)<sup id="footnote_inline_s0">[[#footnote_note_s0|*]]</sup>
 
|s1= &mdash;
 
|s1= &mdash;
 
|s2= &mdash;
 
|s2= &mdash;
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|s7= &mdash;
 
|s7= &mdash;
 
|info= A desert pillar that can fall after some period of time. It briefly shakes before it falls. Drivers hit by the pillar while it is falling are spun out.<br>Some sand particles are spawned when the pillar finishes falling ([[GCN Dry Dry Desert|<small>GCN</small> Dry Dry Desert]]'s <i>ptcl</i> required).<br>Only one side is trickable/drivable, the other sides act as walls. This object should not be scaled, as the pillar and the base are scaled from their own separate origins.
 
|info= A desert pillar that can fall after some period of time. It briefly shakes before it falls. Drivers hit by the pillar while it is falling are spun out.<br>Some sand particles are spawned when the pillar finishes falling ([[GCN Dry Dry Desert|<small>GCN</small> Dry Dry Desert]]'s <i>ptcl</i> required).<br>Only one side is trickable/drivable, the other sides act as walls. This object should not be scaled, as the pillar and the base are scaled from their own separate origins.
 +
 +
<sup id="footnote_note_s0">[[#footnote_inline_s0|*]]</sup>Will not do anything without a RailPath.
 
}}</onlyinclude>
 
}}</onlyinclude>
 
|}
 
|}
<sup id="footnote_note_s0">[[#footnote_inline_s0|*]]</sup>Will not do anything without a RailPath.
 
  
 
== Object Path Settings ==
 
== Object Path Settings ==
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<!-- ... -->
 
<!-- ... -->
 
</pre>
 
</pre>
 
  
 
== ObjFlow ==
 
== ObjFlow ==

Revision as of 19:31, 26 September 2022

Overview

Wii U Switch
Name KaraPillar
ID 4042
Resource Files
  • mapobj
    • KaraPillar
      • KaraPillar.bfres
      • KaraPillar.kcl
      • KaraPillarBase.kcl
      • SNDG_KaraPillar.bars
  • MapObj
    • KaraPillar
      • KaraPillar.bars
      • KaraPillar.barslist
      • KaraPillar.bfres
      • KaraPillar.kcl
      • KaraPillarBase.kcl
Used On
Game Status Base Game Base Game

Object Settings & Description

Name
ID
Object Description
Setting 0 Setting 1 Setting 2 Setting 3
Setting 4 Setting 5 Setting 6 Setting 7
KaraPillar
4042
A desert pillar that can fall after some period of time. It briefly shakes before it falls. Drivers hit by the pillar while it is falling are spun out.
Some sand particles are spawned when the pillar finishes falling (GCN Dry Dry Desert's ptcl required).
Only one side is trickable/drivable, the other sides act as walls. This object should not be scaled, as the pillar and the base are scaled from their own separate origins.

*Will not do anything without a RailPath.

Fall Delay (in #frames)*

Object Path Settings

param0 param1

The pillar needs to be linked to a railPath of a specific structure in order to be able to fall. This rail path should consist of exactly two points. The first point represents the pillar in its upright position, whereas the second point represents the pillar in its fallen down position. The first point of the rail path should match the position and rotation of the pillar object itself in order for the falling animation to be smooth.

The game automatically handles the shaking before the pillar moves from its upright position to its fallen position. Only the pillar itself falls; the pillar base stays in the upright position.

Example

Consider a fragment of the XML-representation of a course_muunt.byaml.

<!-- ... -->
<Path type="array">
    <value Delete="false" IsClosed="false" RailType="0" UnitIdNum="600">
        <PathPt type="array">
            <value prm1="0f" prm2="0f"> <!-- Upright position -->
                <ControlPoints type="array"> <!-- Control points match the point's translation -->
                    <value X="-978.2059f" Y="499.88f" Z="-2252.996f" />
                    <value X="-978.2059f" Y="499.88f" Z="-2252.996f" />
                </ControlPoints>
                <Rotate X="0f" Y="-2.131688f" Z="0f" /> <!-- Rotation and scaling of the first point match those of the pillar object this railPath is assigned to -->
                <Scale X="1f" Y="1f" Z="1f" />
                <Translate X="-978.2059f" Y="499.88f" Z="-2252.996f" />
            </value>
            <value prm1="0f" prm2="0f"> <!-- Fallen down position -->
                <ControlPoints type="array">
                    <value X="-937.9788f" Y="484.7184f" Z="-2235.641f" />
                    <value X="-937.9788f" Y="484.7184f" Z="-2235.641f" />
                </ControlPoints>
                <Rotate X="-0.6992063f" Y="-2.53561f" Z="-1.40265f" />
                <Scale X="1f" Y="1f" Z="1f" />
                <Translate X="-937.9788f" Y="484.7184f" Z="-2235.641f" />
            </value>
        </PathPt>
    </value>
    <!-- ... -->
</Path>
<!-- ... -->

ObjFlow

Switch version values shown by default, with Wii U differences shown as rollover notes.

AiReact 0
CalcCut false
Clip true
ClipRadius 1f
ColOffsetY 0f
ColShape 3
ColSize
X 57f
Y 223f
Z 0f
DemoCameraCheck false
Item
Index Item State
0 1
1 2
2 1
3 1
4 1
5 0
6 0
7 1
8 0
9 1
10 0
11 1
12 0
13 0
ItemObj
Index Object State
0 0
1 0
2 0
3 0
4 0
5 0
6 0
7 0
8 0
9 0
10 0
11 0
12 0
13 0
Object State Behaviors (Items)
Object State Behavior
0 Unknown
Kart
Index Kart State
0 11
1 11
2 3
3 3
4 3
KartObj
Index Object State
0 0
1 0
2 0
3 0
4 0
Object State Behaviors (Karts)
Object State Behavior
0 Unknown
LightSetting 0
Lod1 0.25f
Lod2 0.125f
Lod_NoDisp 0f
MgrId 4042
ModelDraw 2
ModelEffNo -1
MoveBeforeSync false
NotCreate false
Offset 0f
Origin 0
PackunEat false
PathType 4
PylonReact 0
ResName KaraPillar
VR false