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