Stopper

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Stopper
Bascule bridge-level2.jpg
A bascule bridge is being knocked down by the stone ball; a stopper used as bedding can be seen in the right.
Basic information
Floor module Phys_FloorStopper
Levels of appearance All levels

Stopper is the common name for objects in the Phys_FloorStopper group. It is a type of physical floor and is only effective for entities (including most modules and prop balls) other than the player ball. Since its collision group is the same as the player ball, the latter just ignores and gets through it on "contact".

Functions

Stoppers exist at the end of floors in default levels, in the shape of a small piece of wood below the floor level, to support various kinds of modules that are able to be knocked down. Though is the most common type of Stopper, just like floors and rails, every 3D model that is sent to the Stopper group works correctly as a Stopper.

Stoppers in other forms are all hidden (for example, some stoppers in Level 13).

Stoppers are effective to all entities other than the player ball, which leads to its frequent appearance in module-only designs in custom levels, especially to modules that ignore normal floors. Stoppers in this form are usually hidden or in the same shape as floors.

Stoppers can also be made into prop-ball-only paths; however, this design is generally considered tricking. Therefore, stoppers of this type in custom levels are usually highlighted (such as using different textures or with a warning sign) to tell the player not to try to go through them. Since the probable problems, this design is rare in today's custom levels.

Physical parameters

Friction Elasticity Mass (ton) Collision Group
0.7 0.3 1.0 Ball

Standard Wooden Stopper

0.5 meters thick,5 meters wide,1 meter long, with shorter bottom edge length 0.5 m; it is usually placed 0.5 m below the top surface of normal floors.

Did you know

  • When 机关 touches Stopper, it will produce a 音效(Sound Effect) similar to a board collision (but it does not need to be classified as a sound effect group).
  • Although there is a sound effect when the agency touches the Stopper, only the first stopper in the same map (the first in the Phys_FloorStopper group) will produce a sound effect. Although this means that you can make a hidden Stopper without sound effects, all Stoppers that need sound effects in the same map should be attached to the same object and be first classified into the Phys_FloorStopper group.
  • The guardrail for blocking the sandbags in the third section of the thirteenth stage is actually a series of guardrails (grouped as Phys_FloorRails) and the Stopper of the same model. The Stopper is named as the standard `` Floor_Stopper , and the whole picture is stitched. All Stopper. Therefore, 沙袋 will produce a special impact sound when it hits the fence; similarly, the fence that blocks [[单摆] in the fourth measure is not actually the fence, but the same Stopper. It itself is hidden (invisible), so it is not difficult to find that the Stopper seen in the second section 推板 is actually fake, it does not belong to any group, and is similar to 装饰 That didn't work, it was named "StopperDummy".
  • Stopper can add 影子 like 路面, and the effect is not as unsightly as 钢轨, which can also add shadow. However, the Stopper in the original level did not add shadows for unknown reasons.

Gallery