Talk:SOC

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Split article

This article is getting rather insanely long. We should really split it up into multiple articles. -Mystic 00:58, 16 March 2007 (PDT)

How so, exactly? Individual articles? Who'd do all that? DarkWarrior

The size is mostly just from the Actions, and the MAINCFG Category. So maybe we should create three articles, one for each of those, and one for all the other stuff. Draykon 05:39, 18 March 2007 (PDT)

MAINCFG used to have a page of its own. I supported that it keep its own page, personally. JJames merged it into General SOC Information with the notion that contents in a typical MAINCFG lump can be considered as SOCs themselves. --Digiku 03:26, 19 March 2007 (PDT)

It can be considered SOCs, but really, there's a difference in how they're used. MAINCFG is usually used as map headers, lights modifiers, and so on. SOCs are generally used to create whole new things/effects in SRB2 and change how the game is really played. MAINCFG lumps don't usually do that. ~DarkWarrior

Flags

I think the different flags information and number should be under the general flags information, under the "Things" header, instead of under A_SetObjectFlags, or it could have it's own header. The different Flags2 information can remain under A_SetObjectFlags2, through. --JMS

Spam!

Hey, what's with the spam on this page? I'll edit it, take the spam out and make the page be like it was before. If there's any problem, change it back. JMS 04:08, 15 July 2007 (PDT)

Organization

This isn't the most honest statement I have, as this may sound really, really harsh to some people, but this is the worst form of organization that I've ever seen.

I'm adjusting BSZ and I want to make it as easy as possible for me, but this certainly isn't helping.

I'm splitting the article so this entire body is, you know, not a piece of crap. MAINCFG CATEGORY is already put back into MAINCFG. I touched Emblems for a little bit, but I didn't bother with cleaning it up too much; maybe later.

Things will go in Thing (SOC). Since each state and sound and other parameter may have specific effects to the object's thinker, each should have a "Special Effects" header telling which effect will occur with a certain thinker. Examples will be placed in the page.

States will be somewhat intact, but the actions will get their own page, Actions (SOC).

Sounds should get their own page.

Lights already have their own page. Thanks DW. :)

Overall, all of the new proposed SOC pages will go into Category:Sonic Object Configuration under Category:Editing Documentation and Category:Editing. General SOC Information should be reworked to serve as the "head page" of the SOC category.

Responses? --Digiku 11:12, 29 July 2007 (PDT)

It needs to be done, it's needed to be done, it's been talked about being done. Can we just do it and be done already? --Draykon

Well, the thing is that I'm lazy and I don't want to do anything here by myself anymore, especially since I don't have a lot of time to do it. (Sorry Draykon.) --Digiku 12:46, 29 July 2007 (PDT)

I'm sorry, but I really can't help, simply because I don't know enough about SOCs to be of any real use here. ~DarkWarrior

Mario Mode

How would I go about activating Mario Mode with a SOC? §WafflezHedgehog§§blahblahblah§§*facepalms*§ 18:06, 30 November 2007 (PST) 14:37, 1 December 2007 (PST)

Mario Mode is activated in the MAINCFG lump, not SOC. Set your TypeofLevel value accordingly:

Value Mode
1 Cooperative
2 Race
4 Match
8 Tag
16 Capture the Flag
32 Chaos (defunct)
64 NiGHTS
128 Sonic Adventure
256 Mario
512 2D
1024 Xmas
4096 Singleplayer

If it requires two of those, add those values together. The value for Mario Mode is usually Mario + Singleplayer, which is 4096 + 256 = 4352. –SonicMaster 14:46, 1 December 2007 (PST)

Thanks. Also, your table says "Chaos (defunct)". What would happen if I were to activate Chaos mode with a SOC? --§HoneyComb§

I don't know...it might crash the game possibly. Maybe not. But Chaos mode has been removed; it was buggy and people didn't like it. –SonicMaster 18:03, 1 December 2007 (PST)

I just made a quick level header soc for GFZ1 that switched it to Chaos, and nothing happened. :\ Did I do something wrong? --§HoneyComb§

Just tried it again with the header soc and a new level wad with chaos spawns, nothing. No crash. --§HoneyComb§

Now I tried it in 1.08, and it worked, but it sucked. I can definatly see why it was taken out. --§HoneyComb§

Everything related to Chaos mode has been removed. Setting it has no effect whatsoever. It's just a little number SRB2 never does anything with. Draykon 08:48, 2 January 2008 (PST)

Correct name

Is it OBJCTCFG or OBJTCFG? I may have edited this...just want to make sure the Wiki has the right info. If I edited in error, it was for consistency with some other article thing. –SonicMaster 11:41, 3 December 2007 (PST)

OBJCTCFG. ~Kaysakado  • Talk 12:15, 3 December 2007 (PST)

Rename

Shouldn't this page be renamed to "Sonic Object Configuration"? Sincethis page actually explains what a SOC is and how it works, the title would fit much better than the old one. --SpiritCrusher 10:09, 5 December 2009 (UTC)

"FRACUNIT" and "TICRATE"

Is it actually possible to use words like those two in place of numbers, eg. 2*FRACUNIT instead of 131072 (2 x 65536), within SOCs? After all, these are used with Vanilla SRB2's own objects, so why not use them with custom objects? =S -- Monster Iestyn Talk 19:48, 3 April 2011 (UTC)

In my opinion, the numbers should stay, that way people don't waste time making calculations. What could be done would be adding between parentheses the amount in FRACUNITS or seconds, for example, RADIUS = 131072 (2 fracunits) or REACTIONTIME = 655360 (10 seconds). --Ricardo [Contribs] [Talk] 20:11, 3 April 2011 (UTC)

Yes, but is it possible to actually use them in place of numbers, let alone whether we should use them or not? =x -- Monster Iestyn Talk 20:18, 3 April 2011 (UTC)

No, it is not currently possible to do so. Also, in response to Ricardo, I'd like to note that ideally such calculations would be done once upon loading the soc, and thereafter stored in memory as the output number; ergo, it would have little or no impact on gameplay, possibly excluding the use of runsoc commands in scripts for changing things on the fly. --Prime 2.0 20:56, 3 April 2011 (UTC)

... I thought Monster Iestyn was talking about rewriting it here on the Wiki (facepalm). Sorry for the confusion. --Ricardo [Contribs] [Talk] 21:24, 3 April 2011 (UTC)

But you're right Prime 2.0, it wouldn't have an impact on performance and would actually be a nice nitpick addition ;) --Ricardo [Contribs] [Talk] 21:27, 3 April 2011 (UTC)

Object Configuration naming

Does the object configuration need a spefic name or can it be anything within 8 characters?--Glaber 06:45, 25 December 2011 (CST)