Actor groups: Difference between revisions
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| Group 17 || [[Dorrie]], [[Mr. I|Mr. I Eyeball]], Mr. I Iris, [[Scuttlebug]], [[Snufit]], [[Swoop]] || [[BBH]], [[BitDW]], [[CotMC]], [[HMC]], [[WMotR]], [[BitFS]], [[LLL]] | | Group 17 || [[Dorrie]], [[Mr. I|Mr. I Eyeball]], Mr. I Iris, [[Scuttlebug]], [[Snufit]], [[Swoop]] || [[BBH]], [[BitDW]], [[CotMC]], [[HMC]], [[WMotR]], [[BitFS]], [[LLL]] | ||
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| Common 0 || [[Amp]], [[Blue Coin Block]], [[Bob-omb]], [[Bowling Ball]], breakable_box, [[Cannon Barrel]], [[Cannon Base]], [[Cannon Lid]], [[Checkerboard Platform]], [[Chuckya]], exclamation_box, exclamation_box_outline, [[Fly Guy]], [[Goomba]], [[Heart]], [[Koopa Shell]], metal_box, purple_switch, [[Test Platform]] || All except [[Castle Interior]] and [[Bowser fight|Bowser 1, 2, and 3]] | | Common 0 || [[Amp]], [[Blue Coin Block]], [[Bob-omb]], [[Bowling Ball]], breakable_box, [[Cannon|Cannon Barrel]], [[Cannon|Cannon Base]], [[Cannon|Cannon Lid]], [[Checkerboard Platform]], [[Chuckya]], exclamation_box, exclamation_box_outline, [[Fly Guy]], [[Goomba]], [[Heart]], [[Koopa Shell]], metal_box, purple_switch, [[Test Platform]] || All except [[Castle Interior]] and [[Bowser fight|Bowser 1, 2, and 3]] | ||
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| Common 1 || Blue [[Fish]], [[Bowser Key]], [[Butterfly]], [[Coin]], dirt, [[Door]], [[Explosion]], [[Fire]], [[Leaves]], [[Mario Cap]], [[Mist]], [[1-Up]], [[Number]], [[Pebble]], [[Power Meter]], [[Sand]], [[Star]], [[Transparent Star]], [[Tree]], [[Warp (collision)]], [[Warp Pipe]], white_particle, [[Sign]] || N/A | | Common 1 || Blue [[Fish]], [[Bowser Key]], [[Butterfly]], [[Coin]], dirt, [[Door]], [[Explosion]], [[Fire]], [[Leaves]], [[Mario Cap]], [[Mist]], [[1-Up]], [[Number]], [[Pebble]], [[Power Meter]], [[Sand]], [[Star]], [[Transparent Star]], [[Tree]], [[Warp (collision)]], [[Warp Pipe]], white_particle, [[Sign]] || N/A | ||
|} | |} | ||
[[Category:Mechanics]] | [[Category:Mechanics]] |
Revision as of 13:54, 5 October 2023
Actor Groups are groups of object models that are loaded in together. To use an object, a level must load in the corresponding actor group as part of the level loading script. The groups are listed below, along with what levels they are loaded in.