Sonic Generations/Objects
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Revision as of 15:20, 6 October 2012 by Sky The Destroyer (talk | contribs) (Added/refined many things again. I think that this page needs a bit of cleanup. It feels like it's getting a bit messy.)
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In Sonic Generations, there are several objects that have special properties to them. If Sonic can interact with something in the level (such as push it, ride it if it's moving, or destroy it), chances are it's an object. Almost anything that moves, or can be moved, is an object with the exception of a few dynamic terrain objects (such as the Eagles in Dragon Road Day in Sonic Unleashed; no such similarity seems to be in Sonic Generations).
There are a vast amount of objects, some that are general purpose objects and others that are level specific, but can be added to other levels if necessary (through modifying the resources, but that's for another guide).
Contents
- 1 Common
- 2 Collision Triggers
- 3 Cameras
- 3.1 Common Properties
- 3.2 ChangeVolumeCamera
- 3.3 ObjCameraBlend
- 3.4 ObjCameraFix
- 3.5 ObjCameraNormal
- 3.6 CameraCollisionBoard
- 3.7 ObjCameraParallel
- 3.8 ObjCameraPan
- 3.9 ObjCameraPanVertical
- 3.10 ObjCameraPoint
- 3.11 ObjCameraObjectLook
- 3.12 ObjCameraPathPath
- 3.13 ObjCameraPathParallel
- 3.14 ObjCameraVertical
- 3.15 ObjCameraTube
- 3.16 ChangeNormalCameraParam
Common
Common Properties
The following properties are common to many objects. However, some of the properties listed here are not in some objects.
IsCastShadow
This makes the object cast a shadow if set to true.
Range
This property sets the draw distance of the object. If the range is really low, it probably won't be able to be seen from far away. If it's really high, then you can see it from a mile away.
SetObjectID
This is the object's ID, which is used to link it with other objects.
OutOfControl
This sets how long the controls lock up after touching the object.
IsTo3D
- false = If Sonic is in a 2D section, Sonic will stay in 2D.
- true = If Sonic is in a 2D section, Sonic will switch back into the 3D perspective.
Ring
IsLightSpeedDashTarget
- false = The ring cannot be light dashed upon.
- true = The ring can be light dashed upon.
Item
ItemType
- 0 = 1-Up
NOTE: ItemType of 1 or higher will cause the object to not exist.
GoalSignboard/GoalRing
ResultsPosition
This is the place where the results screen happens. If you want to modify the rotation of the results screen, rotate the object itself.
ClassicItemBox
IsRevive
- false = The item box, once popped open, will not respawn.
- true = The item box will respawn after it is popped open.
ItemType
- 1 = 10 Rings
- 2 = 1-Up
- 3 = Speed Shoes
- 4 = Invincibility
- 5 = Skateboard
- 6 = Undefined
- 7 = Undefined (presumably 0)
- 8 = Fire Shield
- 9 = Bubble Shield
- 10 = Thunder Shield
NOTE: An ItemType of 0/Undefined will simply cause the item box to not exist.
TreasureSearchHideType
- 0 = The item can't be detected via the treasure search skill.
- 1 = The item can be detected via the treasure search skill.
Springs
FirstSpeed
This sets how fast Sonic is launched from the spring initially.
KeepVelocityDistance
This parameter sets how long Sonic keeps his velocity for before gravity starts acting on him. If you set it to a very high number (such as 5000), gravity will not work on Sonic and he'll keep on going forward until he hits another spring or object that snaps him out of it.
MotionType (Modern)
- 0 = Sonic does his normal springing animation.
- 1 = Sonic does his normal springing animation.
- 2 = Sonic goes directly into his falling animation.
- 3 = Sonic spins momentarily, and then unspins.
- 4 = This is an image to show what Sonic looks like when he's launched from the spring; it's hard to explain.
- 5 = Sonic does a frontflip.
- 6 = Sonic goes into the animation that he does when he hits a balloon.
NOTE: If it's 7 or higher, the game crashes when the spring is used.
m_IsMonkeyHunting
- false = Spring acts normally
- true = Sonic will be steered automatically to the target point(m_MonkeyTarget) after using the spring. Note that an accurate angle/speed is still needed to reach it.
AdlibTrickJump
SizeType
- 0 = The Trick Ramp will be smaller than before.
- 1 = The Trick Ramp will be its normal size.
UpReel
IsWaitUp
- false = Upreel activated by default, Sonic can use it anytime he wants
- true = Upreel will wait until an event triggers it so Sonic can use it
Switch
Type
- 0 = Once turned on, it will not turn off.
- 1 = Once turned on, it will turn off once stepped off.
- 2 = Once turned on, it will not turn off until it reaches the time specified (in seconds) by "OffTimer"
General Floor
The model of the floors depend on the stage. The types and sizes are specific to each stage's resources.
FloorSize
Normally between 0-3, it will use a bigger platform model if available.
FloorType
While it depends on the stage, 0 tends to be the regular platform, 1 the kind of platforms that fall(red), and 2 or more are normally big blocks.
DashPanel/ClassicDashPanel
IsUseDelayCamera
- false = The dash panel will not momentarily delay the camera.
- true = The dash panel will momentarily delay the camera.
SetRigidBody
This object creates an invisible wall, but however, the collision is a little off in SonicGLVL for whatever reason.
Cannon
BaseVel
This parameter sets how hard the cannon launches Sonic. If it's too high, Sonic will miss his target. Likewise, if it's too low, Sonic will fall short.
DstPos
This sets the position to where the cannon launches Sonic.
Collision Triggers
The following properties are common to all collision triggers.
Common Properties
Collision_Height
Sets the collision trigger's height.
Collision_Length
Sets the collision trigger's length.
Collision_Width
Sets the collision trigger's width.
GravityChangeCollision
Gravity
This changes the gravity of the collision box.
JumpCollision
This object is basically a scripted slope, though it can be used with a high enough pitch to help a spring (like in Crisis City Act 2).
ImpulseSpeedOnBoost
Sets the speed which Sonic is launched at when boosting.
ImpulseSpeedOnNormal
Sets the speed which Sonic is launched at.
Pitch
Sets the pitch of which Sonic is launched at.
SpeedMin
How fast Sonic has to go in order to trigger the collision.
LaunchSpinCollision
This object makes Classic Sonic spin at a set velocity. It has no effect on Modern Sonic, however.
Velocity
How fast Sonic is launched.
StumbleCollision
This object makes Sonic trip.
LaunchVelocity
Sets how fast Sonic is after tripping.
NoControlTime
This sets how much time that you lose control after tripping.
FallDeadCollision
When Sonic passes through this object, he dies.
SlidingCollision
This object makes Sonic start sliding.
Velocity
Sets how fast Sonic starts sliding at.
Cameras
Common Properties
The following properties are common to many cameras. However, some of the properties listed here are not in some cameras.
Collision_Height
Sets the camera's collision height.
Collision_Length
Sets the camera's collision length.
Collision_Width
Sets the camera's collision width.
IsCastShadow
This property doesn't seem to do anything with cameras.
Range
This property doesn't seem to do anything with cameras.
SetObjectID
This is the object's ID, which is used to link it with other cameras.
Distance
This sets how far away the camera is from Sonic.
Pitch
This sets the pitch of the camera.
ChangeVolumeCamera
Many camera objects are activated via a nearby ChangeVolumeCamera, which sets the collision area where a custom camera will be active (e.g. ObjCameraPan).
Ease_Time_Enter
This sets how fast the camera switches to the custom camera.
Ease_Time_Leave
This sets how fast the custom camera switches back to the normal camera.
Target
This is the custom camera's SetObjectID (e.g. 10005).
ObjCameraBlend
Presumably blends two cameras together.
ObjCameraFix
TargetPosition
This is the position that the camera will lock onto. The direction that the camera points is from the camera object itself.
ObjCameraNormal
Resets the camera, after being activated by a ChangeVolumeCamera or CameraCollisionBoard presumably.
CameraCollisionBoard
Used in the beginning of Seaside Hill, this is like a ChangeVolumeCamera since it activates cameras, but instead of using a rectangle to define the area, it acts more like a wall. When Sonic passes it, the B camera activates. When he passes in the opposite direction, the A camera activates (defined by the SetObjectID for ACameraID and BCameraID respectively). However, if Sonic doesn’t pass the collision exactly, the camera will be stuck until Sonic hits another CameraCollisionBoard or dies. The LinkObjID Property can be used to link other CameraCollisionBoards by ID into a set, so that when Sonic passes through all of them, the camera returns to normal (by setting an ID of 0). The camera also returns to normal when you go into a 2D section and leave it.
ObjCameraParallel
This camera stays a set distance away from Sonic and always points in the same direction regardless of Sonic’s own direction.
Yaw
This rotates the camera. Do not rotate the actual object itself; it does nothing.
ObjCameraPan
Camera looks at Sonic from the location of the camera itself.
CameraPositionMode
This sets whether the camera’s position stays stationery or follows Sonic at a user-set distance.
ObjCameraPanVertical
Similar to ObjCameraPan, but the camera aligns vertically to Sonic’s level.
ObjCameraPoint
Camera stares at this object, regardless of the Target property.
ObjCameraObjectLook
Stares at an object, even if it moves.
TargetObject
The object that it looks at. Target doesn't seem to do anything.
ObjCameraPathPath
Hooks to a set path ID to move the camera. Crashes if the ID doesn’t exist.
ObjCameraPathParallel
Acts much like the ObjCameraParallel, but will auto-rotate if the path Sonic is currently on turns (works best in 2D sections, see my video at http://www.youtube.com/watch?v=eyeWQ-G_5lI&feature=player_detailpage#t=55s for a demonstration)
ObjCameraVertical
Like the ObjCameraPanVertical, but the camera faces this object, rather than pointing away.
ObjCameraTube
Made for places like Green Hill Modern’s cave after the waterfall, the camera “rides” the path set by the PathID, and points forward.
ChangeNormalCameraParam
Changes the default camera to different settings (e.g. distance, Fovy, etc). Dying and going into a 2D section will revert the camera to defaults. I don't think that there's any other way to reset the camera back to the defaults, however.