Layout Link Timeline Object

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Layout Link Timeline

Description

This Level Object is used to contain one or more Level Objects, but treat them as a single object. It differs from a Layout Link in that it is used to control a Timeline inside the associated Layout. The Timeline in the Layout must have the "Layout Control" property set to True. Any changes made to the Layout associated with the Layout Link Timeline are automatically updated in every Layout in which it is used.

Location

Right-click on an empty space in the Layout Scene Manager and choose Building Blocks > Layout Link Timeline from the list.

Properties

Name Type Description Read Only
ORIENTATION
FORWARD
CVector3
Forward by X,Y,Z.
RIGHT
CVector3
Right by X,Y,Z.
UP
CVector3
Up by X,Y,Z.
YAW
float
Yaw Rotation.
POSITION
POSITION
CVector3
Position by X,Y,Z world coordinates.
PROPERTIES
CAN ALIAS
bool
Controls whether or not the Layout Link Timeline can be aliased.
DURATION MODIFY
float
Changes the duration of a Timeline if the Timeline is set to allow it.
ENABLED
bool
Set the Layout Link Timeline enabled or not.
FORCE START
bool
Forces the Layout Link Timeline to start playing on load.
NO ROOMPIECE COLLISION
bool
Room Pieces within the Layout Link Timeline will not have collision.
VISIBLE
bool
Set the Layout Link Timeline visible or not.
RESOURCES
LAYOUT FILE
string
The Layout file to load.
SCALE
SCALE
float
Scale the Layout Link Controller uniformly on the X, Y, Z axes (if set to be Scalable).
X
float
Scale the Layout Link Controller on the X axis (if set to be Scalable).
Y
float
Scale the Layout Link Controller on the Y axis (if set to be Scalable).
Z
float
Scale the Layout Link Controller on the Z axis (if set to be Scalable).

Input Events

Show
Set the Layout Link Timeline to be visible.
Hide
Set the Layout Link Timeline to be invisible.
Enable
Enable the Layout Link Timeline object.
Disable
Disable the Layout Link Timeline object.
Enable and Show
Enable the Layout Link Timeline and set it to be visible.
Disable and Hide
Disable the Layout Link Timeline and set it to be invisible.
Collidable
Set the Layout Link Timeline object to be collidable.
Not Collidable
Set the Layout Link Timeline object to not be collidable.
Play
Play the Timeline inside the associated Layout forwards.
Play Backwards
Play the Timeline inside the associated Layout backwards.
Stop
Stop the Timeline inside the associated Layout.
Pause
Pause the Timeline inside the associated Layout.
Reset
Reset the Timeline inside the associated Layout to the beginning.
Reset To End
Reset the Timeline inside the associated Layout to the end.

Output Events

On Visible
This event will fire when the Layout Link Timeline receives a "Show" Input event.
On Invisible
This event will fire when the Layout Link Timeline receives a "Hide" Input event.
Enabled
This event will fire when the Layout Link Timeline receives an "Enable" Input event.
Disabled
This event will fire when the Layout Link Timeline receives a "Disable" Input event.
Started
This event will fire when the Layout Link Timeline receives a "Play" or "Play Forwards" Input event.
  • This event will also fire if "Force Start" is set to True.
Started Forwards
This event will fire when the Layout Link Timeline receives a "Play" or "Play Forwards" Input event.
  • This event will also fire if "Force Start" is set to True.
Started Backwards
This event will fire when the Layout Link Timeline receives a "Play Backwards" Input event.
Stopped
This event will fire when the Layout Link Timeline finishes playing or receives a "Stop" Input event.
Stopped Forwards
This event will fire when the Layout Link Timeline finishes playing forwards or receives a "Stop" Input event while playing forwards.
Stopped Backwards
This event will fire when the Layout Link Timeline finishes playing backwards or receives a "Stop" Input event while playing backwards.
Looped
This event will fire when the Timeline inside the associated Layout loops.
Paused
This event will fire when the Layout Link Timeline receives a "Pause" Input event.
Reset to Beginning
This event will fire when the Layout Link Timeline receives a "Reset" Input event.
Reset to End
This event will fire when the Layout Link Timeline receives a "Reset to End" Input event.

Examples

Layout Link Timelines are powerful logical tools. If there is a fully encapsulated logical system that will be used multiple times, Layout Link Timelines can often be used to accomplish this. For example, setting up a blade floor trap involves multiple logical objects including timers, damage shapes, affix applicators, and generic models. Setting up a large number of these will take a lot of time and can allow for logical setup errors. Instead, create a separate layout with everything the trap needs and include a timeline. Then, have the trap fire off when the timeline's "Started Forwards" output event has been fired. Even if the timeline inside the Layout Link Timeline doesn't actually do anything, it will still fire off the logical output and this can be used by the other logic objects inside the Layout Link Timeline. An example of this in action can be viewed in the following layout: media\levelSets\props\vault_props\Scripting\vault_floor_trap_Triggered.layout

You could even go a step further and have the trap run perpetually when the "Play" signal is sent to the Layout Link Timeline, and only stop when the "Play Backwards" signal is sent to the Layout Link Timeline. And example of this is located in the following layout: media\levelSets\props\vault_props\Scripting\vault_floor_trap_OnOff.layout

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