Editing ActorSerializeParameter and AI

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Objects mostly seem composed of two objects - <code>ObjectAIParameter</code> and an entity-specific object, like <code>SprinklerAIParameter</code>. The former contains inventories (<code>DropParameter</code>) and some stuff to do with edge collision it seems, while the latter controls everything specific to the entity. The chart below illustrates it for sprinklers.
 
Objects mostly seem composed of two objects - <code>ObjectAIParameter</code> and an entity-specific object, like <code>SprinklerAIParameter</code>. The former contains inventories (<code>DropParameter</code>) and some stuff to do with edge collision it seems, while the latter controls everything specific to the entity. The chart below illustrates it for sprinklers.
 
* To have a valve that is permanently on - enable `bSprinklerOnly` and set `valveID` to `None`.
 
* To connect a valve, match the `valveID` to the valve object's ID. The only valve config I've found works is to use the `Build` workType. This setup will have a sprinkler turn on once for `OpenTime` number of seconds upon valve activation, then turn off - this is how Cave013 douses fire.
 
* To have a sprinkler always on, make a `NavMeshTriggerLinkForSplash` object on top of the sprinkler, and make the `NavMeshTriggerID`s for both match. The sprinkler and valve cannot have the same `demoBindName`. I've not played much with these, but I believe they _may_ be to do with saving the state of the sprinkler after the cutscene has played. In my working example, I used `GSprinkler05` and `GValveOnce06` for my `demoBindName`s, and `demoId` of `0`.
 
 
   
 
   
 
[[File:p4-sprinkler-objectAI.png |500px|thumb|center|]]
 
[[File:p4-sprinkler-objectAI.png |500px|thumb|center|]]

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