271
edits
(EnableAtTime / DisableAtTime - meaning of that bastard "Lifetime" value finally cracked ^_^) |
(StopIfBreakable really does "stop if breakable") |
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| <StopIfBreakable /> | | <StopIfBreakable /> | ||
| - | | - | ||
| | | ??? '''HitWall''' event only ???<BR>Within the HitWall PAR3 event, stops the exection of all PAR3 actions listed BELOW this PAR3 action if the HitWall was called against a breakable material (in vanilla Oni, the only breakable material is glass). | ||
<font size=1>Example: If inside the HitWall event there are actions in this order:<BR>ImpactEffect, StopIfBreakable, DamageBlast<BR>then if the HitWall is called against solid material ('concrete' for example), both ImpactEffect AND DamageBlast are executed. However if the collision is against glass (breakable material), then only ImpactEffect is executed and then the StopIfBreakable prevents the DamageBlast from being performed.</font> | |||
|- style="background-color:#DDDDDD" | |- style="background-color:#DDDDDD" | ||
| <AvoidWalls> | | <AvoidWalls> | ||
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| <CheckLink /> | | <CheckLink /> | ||
| - | | - | ||
| Checks if the particle's attractor link is still valid. If link is no longer valid, '''BrokenLink''' event is called. | | Checks if the particle's attractor link is still valid. If the link is no longer valid, '''BrokenLink''' event is called. | ||
|- style="background-color:#DDDDDD" | |- style="background-color:#DDDDDD" | ||
| <BreakLink /> | | <BreakLink /> |
edits