A generic map object that will turn invisible if the camera passes it. For this, it loads a separate model with the suffix Alpha. The Alpha model uses two animations. Normal.brk, which is used for the visible state, and Alpha.brk, which is used to make the model fade out of existence. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model.
Name | Type | Games | Required? | Description | Values |
---|---|---|---|---|---|
Obj_arg0 | Integer | SMG2 | False | Color Frame: If ColorChange.brk exists, this will define the color frame to be used. | |
Obj_arg1 | Integer | SMG2 | False | Texture Frame: If TexChange.btp/.btk exists, this will define the texture frame to be used. | |
Obj_arg2 | Float | SMG2 | False | Shadow Length: If Shadow.bcsv exists, this defines the shadow's drop length. |
Name | Games | Required? | Description |
---|---|---|---|
SW_APPEAR | SMG2 | False | Appears when this switch is activated. |
SW_DEAD | SMG2 | False | Can be activated when the object is killed through a cutscene action. |
SW_AWAKE | SMG2 | False | Enables rendering and resumes updates when this switch is active. |
Name | Games | Required? | Description | Values |
---|---|---|---|---|
DemoCast | SMG2 | False | Can take part in a cutscene. |