http://px.worms2d.info/px080wiki/api.php?action=feedcontributions&user=Drhax&feedformat=atomProject X Wiki - User contributions [en]2024-03-29T14:37:28ZUser contributionsMediaWiki 1.28.0http://px.worms2d.info/px080wiki/index.php?title=PX_RR&diff=995PX RR2011-08-27T07:01:09Z<p>Drhax: /* Mines Turret turret.pxl */</p>
<hr />
<div>__NOTOC__<br />
On this tutorial, I will show you how to create various traps for PX maps. As an example, I will demonstrate some of the traps used in the PX Rope Race map bundled with the release of 0.8.0. (You can find it [http://lesterriblestesticules.fr/pxrr.png here].) <br/><br />
[[File:Question.jpg|60px]] <font color=darkblue> What's the Map Editor ?</font> <br/><br />
The Map Editor is not intended as a graphics tool to build maps in. Paint will do this job for you, though more accomplished mappers would usually recommend a more powerful and extensive image manipulation program such as [http://www.gimp.org Gimp] or [http://en.wikipedia.org/wiki/Adobe_Photoshop Photoshop] for this purpose). <br/><br />
MEd allows adding complex objects (or <b>entities</b>) on a specified map, like spawnpoints, teleports, gravity fields and much more. <br/><br />
[[File:Information.png|60px]] <font color=green> For an easier understanding of this tutorial, it's recommended to play through the map in question prior to reading. </font><br />
= Using the map editor =<br />
<div class="noprint" style="float:top; border:2px solid black;width:95%;background-color:#fff;padding:6px;"><br />
== Setting up ==<br />
First, go to <i>Worms Armageddon\Editors</i> and open MEd.exe. <br/><br />
Now open your map. Note that full-colour 32-bit pngs are supported and look a lot better compared to 24-bit. <br/><br />
[[File:Question.jpg|60px]] <font color=darkblue> I'm getting <i>Access violation</i> error. What should I do ?</font> <br/><br />
Make sure your map doesn't have a transparency channel. if the problem persists, you can report it and get help [http://px.worms2d.info/forum/ here].<br />
== Libraries ==<br />
0.8.0 comes with many libraries for maps of this kind. They allow you to add premade objects on the map. To add libraries, open <i>Scripts -> Libraries</i>. <br/><br />
There you should have a small menu with the list of libraries you have in your <i>Libs</i> folder. Note that not all libraries have objects. <br/><br />
[[File:Libraries.JPG]] <br/><br />
You will need various libraries for this PX RR. <br />
=== <div id=editorsobj>editorsobj.pxl </div>===<br />
This library adds simple objects to the map.<br />
* Barrels<br />
* Mines<br />
* Spawnpoints, used for automatic placement on races or forts<br />
* ObjectCleaner, used to remove objects in a specified zone. For example, it could be used to remove mines on spawnpoints.<br />
[[File:Information.png|60px]] <font color=green> If you add mines or barrels on the map, the game won't replace the randomly spawned ones. The objects are <b>added</b>.</font><br />
=== <div id=turret>turret.pxl </div>===<br />
This library adds the Mine Turret object. This Turret only attacks <b>moving</b> players, even when they're using the rope. It will not shoot at idle worms. <br/><br />
The mines it launches always explode instantly on contact, meaning players must be quick to avoid them. <br/><br />
[[File:Mineturret.jpg|300px]] <br/><br />
<font color=pink>Not easy to beat, heh.</font><br />
=== <div id=traps>traps.pxl </div>===<br />
This library is used to create several kinds of traps among other things.<br />
*Zone is used to specify the exact area where your traps should be activated. It's a quad.<br />
*Trap launches grenades, missiles, mortars or bazookas when a worm enters a specified zone.<br />
*Game Control is not an object. It can be placed anywhere on the map and is used to change specific things in the game. <font color=pink>--ADD EXAMPLE HERE--</font><br />
There are two kinds of checkpoints: <br />
** Worms Supply is used to spawn a new worm when a player reaches the checkpoint <br />
** WormsCheckpoint will respawn a player's worm where it is placed if the worm dies <br />
*Teleport works like a portal. It teleports objects and worms to a corresponding teleport.<br />
*Force Field is used for gravity, wind, and also for explosive surfaces.<br />
*CrateSupply is used to spawn crates at specified points of the map.<br />
[[File:Trapsmaped.jpg]]<br />
===<div id=timedrace> timedrace.pxl </div>===<br />
This library adds a timer to determine the results of races. It appears on the buttom left of the screen. The timer stops when the player reaches the finish. <br/><br />
It adds 2 objects :<br />
*RaceControl, which can change the timer parameters.<br />
*Finish.<br />
The timer should look like this : <br/><br />
[[File:Timer.jpg]]<br />
=== <div id=partraps>partTraps.pxl </div>===<br />
partTraps or Particles Traps adds a smoke trap which which creates a mass of smoke particles, concealing an area for a limited time. <br/><br />
[[File:Smoketrap.jpg]]<br />
== Adding Objects ==<br />
On the left side of the editor, you have a menu in which you can create new objects, change their parameters or copy them.<br/><br />
After creating an object, your entity should appear on the map. <br/><br />
Let's suppose you want to create a mine on the lava in this map. <br/><br />
[[File:mapyuurepoer.JPG|500px]]<br />
<br/> <br/><br />
Simply select Mines and click on "CREATE". <br/><br />
[[File:mines_create.JPG]] <br/><br />
A mine should appear in the top left of the Editor. Place it on the lava with your mouse. <br/><br />
== Changing objects parameters ==<br />
Each object has its own parameters. The parameters are values which are used to change the object. On the mine, we have 5 parameters.<br />
*Damage is the power of the explosion. The default value is 50.<br />
*Fuse is the time (in milliseconds) before the mine explodes when a worm triggers it. The default value is 1000.<br />
*The radius is the maximum distance between the worm and the mine that could cause the explosion. The default value is 60.<br />
*Floating is a bool, means this parameter can have only 2 values. If checked, gravity is ignored for the mine. Default value is false.<br />
*RespawnTime is the number of time (in milliseconds) before the mine respawns. If the value is 0, the mine won't respawn. Default value is 0<br />
[[File:Mapmine.JPG|500px]]<br />
== Parameters type ==<br />
There are 4 different types of parameters :<br />
* <i> <font color=blue> Boolean </font> </i> : a parameter that can have only 2 values. To change their values, you can check or uncheck them, for example :<br />
[[File:Booleanmaped.JPG]] <br/><br />
When a boolean is checked, we say this boolean is <b>true</b>. Otherwise we say it's <b>false</b>.<br />
* <i> <font color=red> Integer </font> </i> : a parameter with an Integer number.<br />
* <i> <font color=green> Linked </font> </i> : a parameter allowing an object to link another one. For example, the <i> zone </i> parameter of the Trap object to set the zone where the trap will be activated.<br />
* <i> <font color=orange> Other </font> </i><br />
</div><br />
<br/> <br/><br />
= Explosive Rope Race Example =<br />
<div class="noprint" style="float:top; border:2px solid black;width:95%;background-color:#fff;padding:6px;"><br />
I'll now show you how I placed the traps on the PX RR map linked above. <br/><br />
== Controls ==<br />
Before anything else, you have to place controls on the map. You have 2 game controls : GameControl and RaceControl. <br/><br />
You can place it anywhere on the map, but I recommend you place it near the spawnpoint, so you won't have to search for it in case you want to change any parameter.<br />
=== GameControl <i> [[#traps|traps.pxl]] </i>===<br />
The parameters on this object are unrelated to racing, but they're still useful. You have 7 parameters :<br />
*NoWind <i> <font color=blue> boolean </font> </i> : Wind is disabled when this parameter is true. You should check it on a race map because some traps can be affected by the wind.<br />
*NoWaiting <i> <font color=blue> boolean </font> </i> : Used if you have anything in your map that could pause the game for a long time. Imagine that a worm is being continually damaged with an explosive wall and another player goes near this worm; they will be hit by the explosion. That's why it is disabled on this map.<br />
*Force Health <i> <font color=red> Integer </font> </i> : Use this to force the health of all the worms according to the difficuly of the map.<br />
*EnableRespawn <i> <font color=blue> boolean </font> </i> : Enables or disables respawns. On this map, the value of this is true.<br />
*RespawnDelay <i> <font color=red> Integer </font> </i> : Number of turns before a worm respawns. For instant respawn, set the value to 0. <br />
*Lifes <i> <font color=red> Integer </font> </i> : Number of times a worm can respawn. Set this to 1 if you want infinite life.<br />
*MaxHealth <i> <font color=red> Integer </font> </i> : Not used on races. The max health of a worm, if you want to prevent them from having too much health from health crates, for example.<br />
=== RaceControl <i> [[#timedrace|timedrace.pxl]] </i>===<br />
[[File:Information.png|60px]] <font color=green> [[#Finish|<span style="color:green;">Finish</span>]] object must be added if you want to use this object!</font> <br/><br />
We have 2 parameters on racecontrol :<br />
*DeathPenality : <i> <font color=red> Integer </font> </i> : Number of time (in seconds) added as a penality for a team when one worm dies.<br />
*WinnerOnly <i> <font color=blue> Boolean </font> </i> : When this value is true and a team is the first to reach the end, the other teams die. <br />
<center> <br />
Now that controls are ready, let's place objects on the map!<br />
</center> <br />
==Spawnpoints <i> [[#traps|traps.pxl]] </i>==<br />
Instead of manually teleporting the worms to the start, they will spawn automatically with this object. <br />
=== Parameters ===<br />
There are 4 parameters :<br />
* FromWorm and ToWorm (both <i> <font color=red> Integer </font> </i>) : Number of worms that will spawn.<br />
* OffsetPerWorm <i> <font color=red> Integer </font> </i> : Number of pixels between 2 worms on spawnpoint. Set this value to 0 when the spawn area is small.<br />
Let's suppose we have 3 worms spawning. <br/><br />
When the value is 18 : <br/><br />
[[File:Offset18.jpg]] <br/><br />
And when it's set to 0 : <br/><br />
[[File:Offset0.jpg]] <br />
*Team <i> <font color=red> Integer </font> </i> : The team that will spawn on this spawnpoint. If all the teams have to spawn (like on this RR), set the value to 0.<br />
=== How to place it ===<br />
Don't place spawnpoints like so : <br/><br />
[[File:Spawnpoint1.JPG]] <br/><br />
Add a small space between the object and the ground :<br/><br />
[[File:Spawnpoint2.JPG]]<br />
== Mines [[#editorsobj|editorsobj.pxl]] ==<br />
We have 2 identical mines on this map : <br/><br />
[[File:Minesmap.jpg]] <br/><br />
They instantly explode and respawn each turn. <br/><br />
* Damage and radius are using the default values.<br />
* Fuse is set to 100. (100 milliseconds counts as instant for this purpose.)<br />
* Floating is set to false.<br />
* RespawnTime to 0.<br />
In this case, you could copy the first mine instead of creating a new one, in order to place the second one. Just select the mine and click on <b> COPY </b>. <br/><br />
[[File:Copyfeature.JPG|500px]]<br />
== Explosive walls <i> [[#traps|traps.pxl]] </i> ==<br />
We have many explosives surfaces (the white walls) on this map. <br/><br />
Explosive walls use the <b> ForceField </b> object. <br/><br />
=== Parameters ===<br />
*ForceY and ForceX (both <i> <font color=red> Integer </font> </i>) : set those parameters to 0, I'll cover them later.<br />
*ExplodeObjects <i> <font color=blue> Boolean </font> </i> : this parameter must be set to true for Explosive Walls.<br />
*EachNFrame <i> <font color=red> Integer </font> </i> : set this to 2.<br />
*ExplosionDmg and ExplosionPush (both <i> <font color=red> Integer </font> </i>) : how big the explosion is.<br />
*Size <i> <font color=orange> Other </font> </i> : where the explosion happens.<br />
=== How to place them ===<br />
You can place them with <i> Size </i> parameter. <br/><br />
The explosive walls should be placed where the worm should take damage, and not on the wall itself. For example : <br/><br />
[[File:Explosivewall1.JPG]] <br/><br />
And <b> NOT </b> : <br/><br />
[[File:Explosivewall2.JPG]]<br />
== High Gravity <i> [[#traps|traps.pxl]] </i>==<br />
High Gravity also uses <b>ForceField</b> object. <br/><br />
Ignore all parameters except <i>ForceY</i> and <i> Size </i>.<br />
*ForceY <i> <font color=red> Integer </font> </i> : more ForceY increases gravity.<br />
*Size <i> <font color=orange> Other </font> </i> : the zone in which the trap is enabled.<br />
Place it with <b> Size </b> parameter : <br/><br />
[[File:Highgravitymaped.JPG]]<br />
== Wind <i> [[#traps|traps.pxl]] </i> ==<br />
Wind works exactly like High Gravity. <br/><br />
To set a specified wind use the ForceX parameter. Set the value of ForceX to a negative value for left wind, positive for right. There is no limit for the parameter itself, but when it reaches a certain value in either direction the wind meter will be maxed out. <br />
== <div id=bazooka>Bazooka trap</div> <i> [[#traps|traps.pxl]] </i> ==<br />
=== Placing the zone ===<br />
First you have to create the zone where the trap is activated. Not so hard. <br/><br />
*Use the <i>Zone</i> object. Place it with <i>Size</i> parameter like that :<br/><br />
[[File:Zonemaped.JPG]] <br/><br />
*ActiveWormOnly <i> <font color=blue> Boolean </font> </i> should be true, or projectile traps will shoot idle worms.<br />
=== Placing the trap ===<br />
Place the <i> Trap </i> object like this : <br/><br />
[[File:Placetrap.JPG]] <br/><br />
You have 11 parameters : <br />
*Type <i> <font color=orange> other </font> </i> : the projectile launched by the trap. For this trap, I used the Bazooka's rocket.<br />
*Angle <i> <font color=red> Integer </font> </i> : the angle of the trap.<br />
*Force <i> <font color=red> Integer </font> </i> : this value is not the explosion's size, but the force with which the projectile is launched. Give 1,000 a try...(Note: values above 32768 will cause an integer overflow)<br />
*Spread <i> <font color=red> Integer </font> </i> : spread randomizes the angle and force a bit in order to have different shots.<br />
*Delay <i> <font color=red> Integer </font> </i> : time in game ticks between the launch of each projectile. (1 game tick = 20 milliseconds)<br />
*ShootDelay <i> <font color=red> Integer </font> </i> : time in game ticks before the trap opens fire.<br />
*GrenadeTime Delay <i> <font color=red> Integer </font> </i> : time in millseconds before the projectile explodes if Type is set to Grenade.<br />
*ProximityZone <i> <font color=green> Linked </font> </i> : the zone where the trap is activated. (Select the zone you just created.)<br />
== Checkpoint <i> [[#traps|traps.pxl]]</i> ==<br />
We have a few checkpoints on the map. <br/><br />
[[File:Checkpoint.png]] <br/><br />
[[File:Question.jpg|60px]] <font color=darkblue> How do they work ?</font> <br/><br />
Basically, when a worm dies, he respawns to his last checkpoint and gets a penality of 10 seconds. <br/> <br/><br />
First, let's place a checkpoint on the start. <br/><br />
Use the <i> zone </i> object. <br/><br />
[[File:Zonecheckpoint.JPG]] <br/><br />
There you have to set the place where the worm respawns. Use <i> WormCheckpoint </i>. <br/><br />
You have 2 parameters : <br/><br />
*ProximityZone <i> <font color=green> Linked </font> </i> : The Zone of the checkpoint.<br />
*Order <i> <font color=red> Integer </font> </i> : Order of the checkpoint. Since it's the checkpoint of the start, set this value to 1. <br />
[[File:Information.png|60px]] <font color=green> Checkpoints have to be placed exactly like Spawnpoints </font> <br/><br />
Now place the other checkpoints and respect the order ! <br/><br />
==Missiles <i> [[#traps|traps.pxl]]</i> ==<br />
Missiles work exactly like the [[#bazooka|Bazooka trap]]. You just have to select HomingMissile on the Type parameter. <br/><br />
[[File:Homingmissiletrap.JPG]] <br/><br />
==Mines Turret <i> [[#turret|turret.pxl]]</i> ==<br />
Mines Turret are the easiest thing to place on a PX RR. <br/><br />
It has 4 parameters : <br />
*Invincible <i> <font color=blue> Boolean </font> </i> : when this value is set to false, the turret can be destroyed.<br />
*Mounted <i> <font color=blue> Boolean </font> </i> : prevents turret from moving<br />
*CleanMines <i> <font color=blue> Boolean </font> </i> : when this value is true, the mines launched are destroyed in the end of the turn.<br />
*AmmoPerTurn <i> <font color=red> Integer </font> </i> : the number of mines that can be launched in a turn. Set this value to something like 9999 for infinite ammo.<br />
[[File:Information.png|60px]] <font color=green> Note that the Turret's sprite on the Map Editor is not the in-game sprite</font> <br/><br />
<br />
== Mines Room <i>[[#turret|turret.pxl]] - [[#editorsobj|editorsobj.pxl]] </i>==<br />
The Mines Room is a room with floating mine and a Turret. <br/><br />
[[File:Minesroom.png]] <br/><br />
[[File:Information.png|60px]] <font color=green> All the mines on this room are similar! </font> <br/><br />
You have to set Floating to true and RespawnTime to 30 (to make it harder!). Use <b>COPY</b> instead of creating new mines each time.<br />
==Bad Sphere <i> [[#traps|traps.pxl]]</i> ==<br />
The Bad Sphere uses the <b> Trap </b> object. <br/><br />
[[File:Information.png|60px]] <font color=green> How does the Bad Sphere work? </font> <br/><br />
<br />
TODO : EXPLAIN BAD SPHERE<br />
<br />
<br />
<br/><br />
This tutorial brought to you by Meta and <font co<br />
lor=gray><font size=very small> Undefined (Immortal) </font></font><br />
<br />
</div></div>Drhaxhttp://px.worms2d.info/px080wiki/index.php?title=PX_RR&diff=963PX RR2011-08-23T05:40:25Z<p>Drhax: </p>
<hr />
<div>__NOTOC__<br />
On this tutorial, I will show you how to create various traps for PX maps. As an example, I will demonstrate some of the traps used in the PX Rope Race map bundled with the release of 0.8.0. (You can find it [http://lesterriblestesticules.fr/pxrr.png here].) <br/><br />
[[File:Question.jpg|60px]] <font color=darkblue> What's the Map Editor ?</font> <br/><br />
The Map Editor is not intended as a graphics tool to build maps in. Paint will do this job for you, though more accomplished mappers would usually recommend a more powerful and extensive image manipulation program such as [http://www.gimp.org Gimp] or [http://en.wikipedia.org/wiki/Adobe_Photoshop Photoshop] for this purpose). <br/><br />
MEd allows adding complex objects (or <b>entities</b>) on a specified map, like spawnpoints, teleports, gravity fields and much more. <br/><br />
[[File:Information.png|60px]] <font color=green> For an easier understanding of this tutorial, it's recommended to play through the map in question prior to reading. </font><br />
= Using the map editor =<br />
<div class="noprint" style="float:top; border:2px solid black;width:95%;background-color:#fff;padding:6px;"><br />
== Setting up ==<br />
First, go to <i>Worms Armageddon\Editors</i> and open MEd.exe. <br/><br />
Now open your map. Note that full-colour 32-bit pngs are supported and look a lot better compared to 24-bit. <br/><br />
[[File:Question.jpg|60px]] <font color=darkblue> I'm getting <i>Access violation</i> error. What should I do ?</font> <br/><br />
Make sure your map doesn't have a transparency channel. if the problem persists, you can report it and get help [http://px.worms2d.info/forum/ here].<br />
== Libraries ==<br />
0.8.0 comes with many libraries for maps of this kind. They allow you to add premade objects on the map. To add libraries, open <i>Scripts -> Libraries</i>. <br/><br />
There you should have a small menu with the list of libraries you have in your <i>Libs</i> folder. Note that not all libraries have objects. <br/><br />
[[File:Libraries.JPG]] <br/><br />
You will need various libraries for this PX RR. <br />
=== <div id=editorsobj>editorsobj.pxl </div>===<br />
This library adds simple objects to the map.<br />
* Barrels<br />
* Mines<br />
* Spawnpoints, used for automatic placement on races or forts<br />
* ObjectCleaner, used to remove objects in a specified zone. For example, it could be used to remove mines on spawnpoints.<br />
[[File:Information.png|60px]] <font color=green> If you add mines or barrels on the map, the game won't replace the randomly spawned ones. The objects are <b>added</b>.</font><br />
=== <div id=turret>turret.pxl </div>===<br />
This library adds the Mine Turret object. This Turret only attacks <b>moving</b> players, even when they're using the rope. It will not shoot at idle worms. <br/><br />
The mines it launches always explode instantly on contact, meaning players must be quick to avoid them. <br/><br />
[[File:Mineturret.jpg|300px]] <br/><br />
<font color=pink>Not easy to beat, heh.</font><br />
=== <div id=traps>traps.pxl </div>===<br />
This library is used to create several kinds of traps among other things.<br />
*Zone is used to specify the exact area where your traps should be activated. It's a quad.<br />
*Trap launches grenades, missiles, mortars or bazookas when a worm enters a specified zone.<br />
*Game Control is not an object. It can be placed anywhere on the map and is used to change specific things in the game. <font color=pink>--ADD EXAMPLE HERE--</font><br />
There are two kinds of checkpoints: <br />
** Worms Supply is used to spawn a new worm when a player reaches the checkpoint <br />
** WormsCheckpoint will respawn a player's worm where it is placed if the worm dies <br />
*Teleport works like a portal. It teleports objects and worms to a corresponding teleport.<br />
*Force Field is used for gravity, wind, and also for explosive surfaces.<br />
*CrateSupply is used to spawn crates at specified points of the map.<br />
[[File:Trapsmaped.jpg]]<br />
===<div id=timedrace> timedrace.pxl </div>===<br />
This library adds a timer to determine the results of races. It appears on the buttom left of the screen. The timer stops when the player reaches the finish. <br/><br />
It adds 2 objects :<br />
*RaceControl, which can change the timer parameters.<br />
*Finish.<br />
The timer should look like this : <br/><br />
[[File:Timer.jpg]]<br />
=== <div id=partraps>partTraps.pxl </div>===<br />
partTraps or Particles Traps adds a smoke trap which which creates a mass of smoke particles, concealing an area for a limited time. <br/><br />
[[File:Smoketrap.jpg]]<br />
== Adding Objects ==<br />
On the left side of the editor, you have a menu in which you can create new objects, change their parameters or copy them.<br/><br />
After creating an object, your entity should appear on the map. <br/><br />
Let's suppose you want to create a mine on the lava in this map. <br/><br />
[[File:mapyuurepoer.JPG|500px]]<br />
<br/> <br/><br />
Simply select Mines and click on "CREATE". <br/><br />
[[File:mines_create.JPG]] <br/><br />
A mine should appear in the top left of the Editor. Place it on the lava with your mouse. <br/><br />
== Changing objects parameters ==<br />
Each object has its own parameters. The parameters are values which are used to change the object. On the mine, we have 5 parameters.<br />
*Damage is the power of the explosion. The default value is 50.<br />
*Fuse is the time (in milliseconds) before the mine explodes when a worm triggers it. The default value is 1000.<br />
*The radius is the maximum distance between the worm and the mine that could cause the explosion. The default value is 60.<br />
*Floating is a bool, means this parameter can have only 2 values. If checked, gravity is ignored for the mine. Default value is false.<br />
*RespawnTime is the number of time (in milliseconds) before the mine respawns. If the value is 0, the mine won't respawn. Default value is 0<br />
[[File:Mapmine.JPG|500px]]<br />
== Parameters type ==<br />
There are 4 different types of parameters :<br />
* <i> <font color=blue> Boolean </font> </i> : a parameter that can have only 2 values. To change their values, you can check or uncheck them, for example :<br />
[[File:Booleanmaped.JPG]] <br/><br />
When a boolean is checked, we say this boolean is <b>true</b>. Otherwise we say it's <b>false</b>.<br />
* <i> <font color=red> Integer </font> </i> : a parameter with an Integer number.<br />
* <i> <font color=green> Linked </font> </i> : a parameter allowing an object to link another one. For example, the <i> zone </i> parameter of the Trap object to set the zone where the trap will be activated.<br />
* <i> <font color=orange> Other </font> </i><br />
</div><br />
<br/> <br/><br />
= Explosive Rope Race Example =<br />
<div class="noprint" style="float:top; border:2px solid black;width:95%;background-color:#fff;padding:6px;"><br />
I'll now show you how I placed the traps on the PX RR map linked above. <br/><br />
== Controls ==<br />
Before anything else, you have to place controls on the map. You have 2 game controls : GameControl and RaceControl. <br/><br />
You can place it anywhere on the map, but I recommend you place it near the spawnpoint, so you won't have to search for it in case you want to change any parameter.<br />
=== GameControl <i> [[#traps|traps.pxl]] </i>===<br />
The parameters on this object are unrelated to racing, but they're still useful. You have 7 parameters :<br />
*NoWind <i> <font color=blue> boolean </font> </i> : Wind is disabled when this parameter is true. You should check it on a race map because some traps can be affected by the wind.<br />
*NoWaiting <i> <font color=blue> boolean </font> </i> : Used if you have anything in your map that could pause the game for a long time. Imagine that a worm is being continually damaged with an explosive wall and another player goes near this worm; they will be hit by the explosion. That's why it is disabled on this map.<br />
*Force Health <i> <font color=red> Integer </font> </i> : Use this to force the health of all the worms according to the difficuly of the map.<br />
*EnableRespawn <i> <font color=blue> boolean </font> </i> : Enables or disables respawns. On this map, the value of this is true.<br />
*RespawnDelay <i> <font color=red> Integer </font> </i> : Number of turns before a worm respawns. For instant respawn, set the value to 0. <br />
*Lifes <i> <font color=red> Integer </font> </i> : Number of times a worm can respawn. Set this to 1 if you want infinite life.<br />
*MaxHealth <i> <font color=red> Integer </font> </i> : Not used on races. The max health of a worm, if you want to prevent them from having too much health from health crates, for example.<br />
=== RaceControl <i> [[#timedrace|timedrace.pxl]] </i>===<br />
[[File:Information.png|60px]] <font color=green> [[#Finish|<span style="color:green;">Finish</span>]] object must be added if you want to use this object!</font> <br/><br />
We have 2 parameters on racecontrol :<br />
*DeathPenality : <i> <font color=red> Integer </font> </i> : Number of time (in seconds) added as a penality for a team when one worm dies.<br />
*WinnerOnly <i> <font color=blue> Boolean </font> </i> : When this value is true and a team is the first to reach the end, the other teams die. <br />
<center> <br />
Now that controls are ready, let's place objects on the map!<br />
</center> <br />
==Spawnpoints <i> [[#traps|traps.pxl]] </i>==<br />
Instead of manually teleporting the worms to the start, they will spawn automatically with this object. <br />
=== Parameters ===<br />
There are 4 parameters :<br />
* FromWorm and ToWorm (both <i> <font color=red> Integer </font> </i>) : Number of worms that will spawn.<br />
* OffsetPerWorm <i> <font color=red> Integer </font> </i> : Number of pixels between 2 worms on spawnpoint. Set this value to 0 when the spawn area is small.<br />
Let's suppose we have 3 worms spawning. <br/><br />
When the value is 18 : <br/><br />
[[File:Offset18.jpg]] <br/><br />
And when it's set to 0 : <br/><br />
[[File:Offset0.jpg]] <br />
*Team <i> <font color=red> Integer </font> </i> : The team that will spawn on this spawnpoint. If all the teams have to spawn (like on this RR), set the value to 0.<br />
=== How to place it ===<br />
Don't place spawnpoints like so : <br/><br />
[[File:Spawnpoint1.JPG]] <br/><br />
Add a small space between the object and the ground :<br/><br />
[[File:Spawnpoint2.JPG]]<br />
== Mines [[#editorsobj|editorsobj.pxl]] ==<br />
We have 2 identical mines on this map : <br/><br />
[[File:Minesmap.jpg]] <br/><br />
They instantly explode and respawn each turn. <br/><br />
* Damage and radius are using the default values.<br />
* Fuse is set to 100. (100 milliseconds counts as instant for this purpose.)<br />
* Floating is set to false.<br />
* RespawnTime to 0.<br />
In this case, you could copy the first mine instead of creating a new one, in order to place the second one. Just select the mine and click on <b> COPY </b>. <br/><br />
[[File:Copyfeature.JPG|500px]]<br />
== Explosive walls <i> [[#traps|traps.pxl]] </i> ==<br />
We have many explosives surfaces (the white walls) on this map. <br/><br />
Explosive walls use the <b> ForceField </b> object. <br/><br />
=== Parameters ===<br />
*ForceY and ForceX (both <i> <font color=red> Integer </font> </i>) : set those parameters to 0, I'll cover them later.<br />
*ExplodeObjects <i> <font color=blue> Boolean </font> </i> : this parameter must be set to true for Explosive Walls.<br />
*EachNFrame <i> <font color=red> Integer </font> </i> : set this to 2.<br />
*ExplosionDmg and ExplosionPush (both <i> <font color=red> Integer </font> </i>) : how big the explosion is.<br />
*Size <i> <font color=orange> Other </font> </i> : where the explosion happens.<br />
=== How to place them ===<br />
You can place them with <i> Size </i> parameter. <br/><br />
The explosive walls should be placed where the worm should take damage, and not on the wall itself. For example : <br/><br />
[[File:Explosivewall1.JPG]] <br/><br />
And <b> NOT </b> : <br/><br />
[[File:Explosivewall2.JPG]]<br />
== High Gravity <i> [[#traps|traps.pxl]] </i>==<br />
High Gravity also uses <b>ForceField</b> object. <br/><br />
Ignore all parameters except <i>ForceY</i> and <i> Size </i>.<br />
*ForceY <i> <font color=red> Integer </font> </i> : more ForceY increases gravity.<br />
*Size <i> <font color=orange> Other </font> </i> : the zone in which the trap is enabled.<br />
Place it with <b> Size </b> parameter : <br/><br />
[[File:Highgravitymaped.JPG]]<br />
== Wind <i> [[#traps|traps.pxl]] </i> ==<br />
Wind works exactly like High Gravity. <br/><br />
To set a specified wind use the ForceX parameter. Set the value of ForceX to a negative value for left wind, positive for right. There is no limit for the parameter itself, but when it reaches a certain value in either direction the wind meter will be maxed out. <br />
== <div id=bazooka>Bazooka trap</div> <i> [[#traps|traps.pxl]] </i> ==<br />
=== Placing the zone ===<br />
First you have to create the zone where the trap is activated. Not so hard. <br/><br />
*Use the <i>Zone</i> object. Place it with <i>Size</i> parameter like that :<br/><br />
[[File:Zonemaped.JPG]] <br/><br />
*ActiveWormOnly <i> <font color=blue> Boolean </font> </i> should be true, or projectile traps will shoot idle worms.<br />
=== Placing the trap ===<br />
Place the <i> Trap </i> object like this : <br/><br />
[[File:Placetrap.JPG]] <br/><br />
You have 11 parameters : <br />
*Type <i> <font color=orange> other </font> </i> : the projectile launched by the trap. For this trap, I used the Bazooka's rocket.<br />
*Angle <i> <font color=red> Integer </font> </i> : the angle of the trap.<br />
*Force <i> <font color=red> Integer </font> </i> : this value is not the explosion's size, but the force with which the projectile is launched. Give 1,000 a try...(Note: values above 32768 will cause an integer overflow)<br />
*Spread <i> <font color=red> Integer </font> </i> : spread randomizes the angle and force a bit in order to have different shots.<br />
*Delay <i> <font color=red> Integer </font> </i> : time in game ticks between the launch of each projectile. (1 game tick = 20 milliseconds)<br />
*ShootDelay <i> <font color=red> Integer </font> </i> : time in game ticks before the trap opens fire.<br />
*GrenadeTime Delay <i> <font color=red> Integer </font> </i> : time in millseconds before the projectile explodes if Type is set to Grenade.<br />
*ProximityZone <i> <font color=green> Linked </font> </i> : the zone where the trap is activated. (Select the zone you just created.)<br />
== Checkpoint <i> [[#traps|traps.pxl]]</i> ==<br />
We have a few checkpoints on the map. <br/><br />
[[File:Checkpoint.png]] <br/><br />
[[File:Question.jpg|60px]] <font color=darkblue> How do they work ?</font> <br/><br />
Basically, when a worm dies, he respawns to his last checkpoint and gets a penality of 10 seconds. <br/> <br/><br />
First, let's place a checkpoint on the start. <br/><br />
Use the <i> zone </i> object. <br/><br />
[[File:Zonecheckpoint.JPG]] <br/><br />
There you have to set the place where the worm respawns. Use <i> WormCheckpoint </i>. <br/><br />
You have 2 parameters : <br/><br />
*ProximityZone <i> <font color=green> Linked </font> </i> : The Zone of the checkpoint.<br />
*Order <i> <font color=red> Integer </font> </i> : Order of the checkpoint. Since it's the checkpoint of the start, set this value to 1. <br />
[[File:Information.png|60px]] <font color=green> Checkpoints have to be placed exactly like Spawnpoints </font> <br/><br />
Now place the other checkpoints and respect the order ! <br/><br />
==Missiles <i> [[#traps|traps.pxl]]</i> ==<br />
Missiles work exactly like the [[#bazooka|Bazooka trap]]. You just have to select HomingMissile on the Type parameter. <br/><br />
[[File:Homingmissiletrap.JPG]] <br/><br />
==Mines Turret <i> [[#turret|turret.pxl]]</i> ==<br />
Mines Turret are the easiest thing to place on a PX RR. <br/><br />
It has 4 parameters : <br />
*Invincible <i> <font color=blue> Boolean </font> </i> : when this value is set to false, the turret can be destroyed.<br />
*Mounted <i> <font color=blue> Boolean </font> </i> : used to enable or disable the turret without removing it.<br />
*CleanMines <i> <font color=blue> Boolean </font> </i> : when this value is true, the mines launched are destroyed in the end of the turn.<br />
*AmmoPerTurn <i> <font color=red> Integer </font> </i> : the number of mines that can be launched in a turn. Set this value to something like 9999 for infinite ammo.<br />
[[File:Information.png|60px]] <font color=green> Note that the Turret's sprite on the Map Editor is not the in-game sprite</font> <br/><br />
== Mines Room <i>[[#turret|turret.pxl]] - [[#editorsobj|editorsobj.pxl]] </i>==<br />
The Mines Room is a room with floating mine and a Turret. <br/><br />
[[File:Minesroom.png]] <br/><br />
[[File:Information.png|60px]] <font color=green> All the mines on this room are similar! </font> <br/><br />
You have to set Floating to true and RespawnTime to 30 (to make it harder!). Use <b>COPY</b> instead of creating new mines each time.<br />
==Bad Sphere <i> [[#traps|traps.pxl]]</i> ==<br />
The Bad Sphere uses the <b> Trap </b> object. <br/><br />
[[File:Information.png|60px]] <font color=green> How does the Bad Sphere work? </font> <br/><br />
<br />
TODO : EXPLAIN BAD SPHERE<br />
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<br/><br />
This tutorial brought to you by Meta and <font co<br />
lor=gray><font size=very small> Undefined (Immortal) </font></font><br />
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</div></div>Drhaxhttp://px.worms2d.info/px080wiki/index.php?title=Simple_Scheme_Editor_Tutorial&diff=962Simple Scheme Editor Tutorial2011-08-22T15:57:11Z<p>Drhax: </p>
<hr />
<div>== Setting Up ==<br />
<br />
First things first: you need to create a new scheme file. Open the Scheme Editor (it's located at Editors folder), and you'll be greeted by this: <br><br />
[[File:scheme_editor_main_screen.png]]<br><br />
<br />
What you want to do is go to'' File -> Open'', and then open the default.pxs scheme in the PXSchemes folder.<br><br />
[[File:scheme_editor_open.png]]<br><br />
<br />
Then, go to ''File -> Save As...'' and save a new version. In this example, I used "melon.pxs".<br />
== Editing ==<br />
Looking back at our main screen, we can see that we have the option to edit the Weapons Table. We could, in fact, make a new weapons table (and therefore double the amount of weapons we could use in the game), but since we are only going to edit one weapon, there isn't much point. Push the ''Edit'' button, and we move to the Weapons Table screen:<br><br />
<br />
[[File:scheme_editor_weapon_table.png]]<br><br />
<br />
Here we can select a weapon (in this case, Bazooka) and look at all its lovely settings. There's plenty to fiddle around with here, but we're just going to change the name:<br><br />
<br />
[[File:scheme_editor_name_change.png]]<br><br />
<br />
Next, we can see that the ''Activation'' is by ''Crosshair'', which means that we shoot the weapon by aiming with a crosshair. There are other things like ''Throw, Airstrike, and Spacebar''. ''Weapon Type'' is ''Launcher'', which means that the weapon launches another object, as opposed to being a ''Gun'' (like the Shotgun) or a ''Flamethrower''.<br><br />
<br />
We're going to click on the ''Launcher...'' button, and this brings us to the Launcher Parameters Window:<br><br />
<br />
[[File:scheme_editor_parameters.png]]<br><br />
<br />
This is where we can change the way the intial projectile works. We can tell it to bounce, to explode (or explode into clusters or fire), home in, fly around like a supersheep, dig... all kinds of things!<br />
For now though, we are just going to change the ''Wind Affect Power'' (which is a percentage of how much the wind affects the projectile) and the ''Randomness Motion'' which affects how randomly the projectile moves as it follows its flight path.<br><br />
<br />
[[File:scheme_editor_parameters_edit.png]]<br><br />
<br />
If we click on the ''EXPLOSION'' button (or the other buttons) we can edit those aspects of the weapon. The ''BOUNCE'' button will allow us to configure if the weapon bounces and how many bounces it does - it also acts as a method for exploding on collision, and allows you to set just what it collides with. You could make a homing missile that doesn't explode on land, and only explodes when it hits worms! We aren't going to change the ''EXPLOSION'' stuff though - a Bazooka explosion is just fine the way it is.<br><br />
<br />
[[File:scheme_editor_explosion_params.png]]<br><br />
<br />
Push the ''OK'' button in those windows, and the ''BACK'' button in the Weapons Table Window. <br><br />
<br />
[[File:scheme_editor_select_scheme.png]]<br><br />
<br />
== Playing ==<br />
Save your scheme, and select it ingame!<br><br />
<br />
[[File:scheme_editor_select_weapon.png]]<br><br />
<br />
Once you're in the game, select your shiny new weapon!<br><br />
<br />
[[File:scheme_editor_oops.png]]<br><br />
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''Oops!'' Maybe a bit too random!<br></div>Drhax