Kuribo64 SMG object database
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Object databases - SMG - Last changes - Changes for JumpBeamer

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Spring Sentry Beam (JumpBeamer, rev. 5)
By Crashdance22 on 12-09-13
Category 'Enemies', known, fully documented
A stationary robotic enemy that shoots out energy rings. Its head can be used as a spring.
Data files:
• /ObjectData/JumpBeamerBeam.arc
• /ObjectData/JumpBeamerBeamBloom.arc
• /ObjectData/JumpBeamerBeamShadow.arc
• /ObjectData/JumpBeamerBody.arc
• /ObjectData/JumpBeamerHead.arc
Object fields:
Ring Size: integer in Obj_arg0. Size of the rings being generated. 0 means no rings appear. At some high number the rings stop moving before they fade away. Also, the higher this number is, the faster the rings move outward. Evidently the rings are given a fixed amount of time to move from the starting diameter to the value listed here.
Fade Delay: integer in Obj_arg1. Amount of delay before the rings fade out. Rings will stop as detemined by Obj_arg0 and wait before fading away instead of fading immediately by default.
Spring Sentry Beam (JumpBeamer, rev. 6)
By Hiccup on 05-20-15
Category 'Enemies', known
A stationary robotic enemy that shoots out energy rings. Its head can be used as a spring.
Data files:
• /ObjectData/JumpBeamerBeam.arc
• /ObjectData/JumpBeamerBeamBloom.arc
• /ObjectData/JumpBeamerBeamShadow.arc
• /ObjectData/JumpBeamerBody.arc
• /ObjectData/JumpBeamerHead.arc
Object fields:
Ring Size: integer in Obj_arg0. Size of the rings being generated. 0 means no rings appear. At some high number the rings stop moving before they fade away. Also, the higher this number is, the faster the rings move outward. Evidently the rings are given a fixed amount of time to move from the starting diameter to the value listed here.
Fade Delay: integer in Obj_arg1. Amount of delay before the rings fade out. Rings will stop as detemined by Obj_arg0 and wait before fading away instead of fading immediately by default.

Object databases - SMG - Last changes - Changes for JumpBeamer

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