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Difference between revisions of "Blocking Box"
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m (KDearnley moved page Logic:PlayerBlockingVolume to Player Blocking Volume: Fixing Logic category) |
(→Blocking Box) |
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− | == | + | [[Category:Logic]] |
− | + | == Blocking Box == | |
− | The | + | The Blocking Box prevents players, projectiles, and demons from passing through the defined volume, It can use different textures, colors and can be used as a Skybox. |
== Details == | == Details == | ||
Line 7: | Line 7: | ||
|- | |- | ||
|[[File:PlayerBlocking.PNG]]|| | |[[File:PlayerBlocking.PNG]]|| | ||
− | '''Object''': | + | '''Object''': Blocking Box |
'''Category''': Volumes | '''Category''': Volumes | ||
|} | |} | ||
+ | |||
== Inputs == | == Inputs == | ||
{| class="wikitable" style="width:60%;" | {| class="wikitable" style="width:60%;" | ||
!colspan="3"|'''INPUTS''' | !colspan="3"|'''INPUTS''' | ||
|- | |- | ||
− | |[[File:Disable.png|64px|link= | + | |[[File:Disable.png|64px|link=Disable]]||'''Disable Volume'''||Disable the Trigger or Player Blocking Volume. |
|- | |- | ||
− | |[[File:Enable.png|64px|link= | + | |[[File:Enable.png|64px|link=Enable]]||'''Enable Volume'''||Enable the Trigger or Player Blocking Volume. |
|- | |- | ||
− | |[[File:Delete.png|64px|link= | + | |[[File:Delete.png|64px|link=Delete]]||'''Delete'''||Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match. |
|- | |- | ||
− | |[[File:Show.png|64px|link= | + | |[[File:Show.png|64px|link=Make Visible]]||'''Make Visible'''||Make the volume visible to the player. The volume will be transparent. |
|- | |- | ||
− | |[[File:Hide.png|64px|link= | + | |[[File:Hide.png|64px|link=Make Invisible]]||'''Make Invisible'''||Make the volume invisible to the player. The volume still functions, just can't be seen. |
|- | |- | ||
− | |[[File:Setcolor.png|64px|link= | + | |[[File:Setcolor.png|64px|link=Set Color]]||'''Set Color'''||Set the RGB color value as specified in the input's properties. |
|} | |} | ||
− | |||
− | |||
== Outputs == | == Outputs == | ||
Line 37: | Line 36: | ||
{| class="wikitable" style="width:60%;" | {| class="wikitable" style="width:60%;" | ||
!colspan="3"|'''PROPERTIES''' | !colspan="3"|'''PROPERTIES''' | ||
+ | |- | ||
+ | |'''Property'''||'''Type'''||'''Description''' | ||
|- | |- | ||
|'''Name'''||String||The name of this object. Rename an object to make it easy to identify. | |'''Name'''||String||The name of this object. Rename an object to make it easy to identify. | ||
|- | |- | ||
|'''Render Model'''||Enum||What render model to use. | |'''Render Model'''||Enum||What render model to use. | ||
+ | |- | ||
+ | |'''Model Color'''||RGB||Controls the color of the base model. | ||
+ | |- | ||
+ | |'''Accent Color 1'''||RGB||Modifies Accent Color 1. | ||
+ | |- | ||
+ | |'''Accent Color 2'''||RGB||Modifies Accent Color 2. | ||
+ | |- | ||
+ | |'''Bloom Color'''||RGB||Defines Bloom Color. | ||
+ | |- | ||
+ | |'''Bloom Intensity'''||RGB||Intensity of Bloom Color. | ||
|- | |- | ||
|'''Size'''||XYZ Size||The dimensions of the object. | |'''Size'''||XYZ Size||The dimensions of the object. | ||
|- | |- | ||
|'''Color'''||RGB||The red, green and blue components of the RGB color value. | |'''Color'''||RGB||The red, green and blue components of the RGB color value. | ||
− | |||
− | |||
|- | |- | ||
|'''Block Shots'''||Boolean||If true, projectiles will be prevented from passing through the defined volume. | |'''Block Shots'''||Boolean||If true, projectiles will be prevented from passing through the defined volume. | ||
|- | |- | ||
|'''Show on Start'''||Boolean||If true, this object will be shown on map start. | |'''Show on Start'''||Boolean||If true, this object will be shown on map start. | ||
+ | |- | ||
+ | |'''Static'''||Boolean||If true, this object's inputs and outputs will be disabled and it will not contribute to network limits. | ||
+ | |- | ||
+ | |'''Block Demons'''||Boolean||If true, demons will be prevented from walking into the defined volume. | ||
+ | |- | ||
+ | |'''Block AI Sight'''||Boolean||If true, AI can't see through the volume. | ||
|} | |} |
Latest revision as of 2017-01-04T15:12:34
Contents
Blocking Box
The Blocking Box prevents players, projectiles, and demons from passing through the defined volume, It can use different textures, colors and can be used as a Skybox.
Details
Object: Blocking Box Category: Volumes |
Inputs
Outputs
None
Properties
PROPERTIES | ||
---|---|---|
Property | Type | Description |
Name | String | The name of this object. Rename an object to make it easy to identify. |
Render Model | Enum | What render model to use. |
Model Color | RGB | Controls the color of the base model. |
Accent Color 1 | RGB | Modifies Accent Color 1. |
Accent Color 2 | RGB | Modifies Accent Color 2. |
Bloom Color | RGB | Defines Bloom Color. |
Bloom Intensity | RGB | Intensity of Bloom Color. |
Size | XYZ Size | The dimensions of the object. |
Color | RGB | The red, green and blue components of the RGB color value. |
Block Shots | Boolean | If true, projectiles will be prevented from passing through the defined volume. |
Show on Start | Boolean | If true, this object will be shown on map start. |
Static | Boolean | If true, this object's inputs and outputs will be disabled and it will not contribute to network limits. |
Block Demons | Boolean | If true, demons will be prevented from walking into the defined volume. |
Block AI Sight | Boolean | If true, AI can't see through the volume. |