XML Documentation |
Censere « Consul » 1515009780000
| 17 | ||
What is the XML Documentation? XML is the language in which almost every Transformice map is stored in. XML Editing is a core aspect of Map Making and is necessary to create the advanced mechanics and gameplay features we take for granted in user made maps. However, to date there has not been a comprehensive, up to date guide to every different aspect of XML. This is where this topic, the XML Documentation, comes in. This thread is a fully fledged guide to aid in understanding and using all the various parameters which make up a map's XML. It is split into different sections, each dealing with it's own section of the Map XML. Usage examples of each tag and explanations of their uses may be found in individual spoilers within these sections to help you to utilize the tags. How can I learn more about Map Making? You can refer to these topics.
Reference
<DC X="" Y="" /> <DC2 X="" Y="" /> <DS X="" Y="" /> <F X="" Y="" /> <T X="" Y="" />
<JP A="" AXIS="" LIM1="" LIM2="" M1="" M2="" MV="" /> <JPL c="" M1="" M2="" P1="" P2="" P3="" P4="" R="" /> <JR LIM1="" LIM2="" M1="" M2="" MV="" P1="" P2="" /> IDs Map XML related IDs, sourced from Module FAQ and Documentation and New Objects Tutorial. Shaman Object IDs A complete list of the Shaman Object IDs. Some of these cannot be placed in the Editor, even through XML editing, so they are crossed out. However, some of these crossed out IDs can be put into the editor if 65536 is added to the ID number. 0 - Arrow 1 - Small Box 2 - Large Box 3 - Small Plank 4 - Large Plank 5 - Heavy Ball 6 - Ball 7 - Trampoline 8 - Small Rough Plank 9 - Large Rough Plank 10 - Anvil 11 - Red Anchor 12 - Red Anchor Rotating Clockwise 13 - Red Anchor Rotating Counter-Clockwise 14 - Green Anchor 15 - Green Anchor Rotating Clockwise 16 - Green Anchor Rotating Counter-Clockwise 17 - Cannon (Up) 18 - Cannon (Down) 19 - Cannon (Right) 20 - Cannon (Left) 21 - Sticky Ball 22 - Yellow Anchor 23 - Bomb 24 - Spirit 25 - Fake Cheese 26 - Blue Portal 27 - Orange Portal 28 - Balloon 29 - Static Red Balloon 30 - Static Green Balloon 31 - Static Yellow Balloon 32 - Rune 33 - Chicken 34 - Snowball 35 - Valentine's Arrow 39 - Apple 40 - Sheep 41 - Demolition Worker Skill 42 - Spring 43 - Speed Boost 44 - Totem 45 - Ice Plank 46 - Choco Plank 48 - Transformed Mouse Small Box 49 - Transformed Mouse Large Box 50 - Transformed Mouse Anvil 51 - Transformed Mouse Small Plank 52 - Transformed Mouse Large Plank 53 - Transformed Mouse 54 - Frozen Mouse 57 - Cloud 58 - Architect Skill 59 - Bubble 60 - Tiny Plank 61 - Companion Crate 62 - Stable Rune 65 - Pufferfish 66 - Balloon Anchor 67 - Very Long Plank 68 - Triangle Box 69 - S-Shaped Plank 70 - Cobweb Skill 71 - Roll Skill 72 - Recycling Skill 73 - Small Mouse Skill 74 - Leaf Skill 75 - Nature's Return Skill 76 - Booster Skill 77 - Handymouse Skill 78 - Restorative Skill 79 - Stop Skill 80 - Mouse in Bubble 81 - Gravitational Anomaly Skill 82 - Antigravity Skill 83 - Meep Skill 84 - Grapnel Skill 85 - Controlled Disintegration Skill 86 - Campfire Skill 87 - Shameow Skill (Broken) 88 - Conjuration Anchor 89 - Pumpkin 90 - Tombstone 91 - Snowman 92 - Renewal Skill 93 - Small Cloud 94 - Shameow Skill 100, 103-199, 20000-29999 - Invisible Small Box 101 - Small Heart Box 102 - Small Mechanical Box 103 - Small Christmas Box 104 - Small Cake Box 200, 204-299, 30000-32767 - Invisible Large Box 201 - Large Heart Box 202 - Large Mechanical Box 203 - Large Bubble Box 204 - large Pumpkin Box 205 - Large Christmas Box 206 - Large Shaman Box 207 - Large Cake Box 300, 303-399 - Invisible Small Plank 301 - Small Heart Plank 302 - Small Mechanical Plank 400, 404-499 - Invisible Large Plank 401 - Large Heart Plank 402 - Large Mechanical Plank 403 - Large Alligator Plank 600, 602-699 - Invisible Ball 601 - Pokéball 602 - Skull Ball 700, 702-799 - Invisible Trampoline 701 - Leafy Trampoline 1000, 1001, 1004-1099 - Invisible Anvil 1002 - Mechanical Anvil 1003 - Rock Anvil 1700, 1702-1799 - Invisible Cannon (Up) 1701 - Bubble Cannon (Up) 1800-1899 - Invisible Cannon (Down) 1900-1999 - Invisible Cannon (Right) 2000-2099 - Invisible Cannon (Left) 2801 - Cat Balloon 2802 - Mechanical Balloon 2803 - Striped Balloon 2804 - Spiky Balloon 2805 - Frog Balloon 2806 - Heart Balloon 2807 - Bubble Balloon 2800, 2808-3199 - Invisible Balloon 3200-3299 - Invisible Rune 3500-3599 - Invisible Valentine's Arrow 3900-3999 - Invisible Apple 4000-4099 - Invisible Sheep 4500-4599 - Invisible Ice Plank 4600-4699 - Invisible Choco Plank 5700-5799 - Invisible Cloud 5900-5999 - Invisible Bubble 6000-6099 - Invisible Tiny Plank 6100-6199 - Invisible Companion Crate 6200-6299 - Invisible Stable Rune 6500-6599 - Invisible Pufferfish 65536 - Arrow (repeats back from 0) Ground IDs A complete list of the Ground IDs. 0 - Wood 1 - Ice 2 - Trampoline 3 - Lava 4 - Chocolate 5 - Earth 6 - Grass 7 - Sand 8 - Cloud 9 - Water 10 - Stone 11 - Snow 12 - Rectangle 13 - Circle 14 - Invisible 15 - Web Decoration IDs A complete list of the Decoration IDs. 0 - Bush 1 - Tree 2 - Fern 3 - Blue Flower 4 - Sign 5 - Grass 6 - Coconut Tree 7 - Umbrella 8 - Sand Castle 9 - Shovel 10 - Sand Bucket 11 - Red Flower 12 - Thorns 13 - Fence 14 - Window 15 - Sofa 16 - Chair 17 - Table 1 18 - Vase of Flowers 1 19 - Sofa with 1 Place 20 - Vase of Flowers 2 21 - Roast Chicken 22 - Bookcase 23 - Poster 24 - Bed 25 - Radio 26 - Teddy 27 - Abajour 28 - Refrigerator 29 - Wardrobes 30 - TV with Stand 31 - Soda 32 - Vase of Flowers 3 33 - Nightstand 34 - Fund 1 35 - range of Halloween 1 36 - range of Halloween 2 37 - Broom 38 - Skeleton 39 - Halloween Poster 40 - Balloons Halloween 41 - Web with Spider 42 - Autumn Tree 43 - Bats 44 - Torch 45 - Fund Cemetery 46 - Torch 2 47 - About Grades 48 - Pumpkin 1 49 - Pumpkin 2 50 - Snowmouse 51 - Snowy Tree 52 - Cookies with Milk 53 - Garland 54 - Half Hanging 55 - Candle 1 56 - Band Christmas 57 - Christmas Tree 58 - Ice Stalactites 59 - Mistletoe 60 - Ball Christmas Tree 61 - Lights Natalinas 62 - Present 63 - Gifts 64 - Santa 65 - Loop 66 - Valentine's Umbrella 67 - Valentine's Chair 68 - Valentine's Table 69 - Valentine's Plate 70 - Valentine's Day Gift 71 - Candle 2 72 - Vase of Flowers 4 73 - Flower in Vase 74 - Ribbons with Hearts 75 - Balloon Heart 76 - Valentine's Window 77 - Heart Pendant 78 - Stones with Algae 79 - Algae 1 80 - Chest 81 - Starfish 82 - Shell 83 - Stones 84 - Stones with Algae 2 85 - Coral 1 86 - Coral 2 87 - Algae 2 88 - Broken Vase 89 - Big Screen 90 - Small Screen 91 - Alchemy Pot 92 - Objects of Alchemy 1 93 - Objects of Alchemy 2 94 - Bookshelf 2 95 - Piano 96 - Fireplace 97 - Candelebra 98 - Coffin 99 - Paper Holder 100 - Bottle with Substance 1 101 - Bottle with Substance 2 102 - Buff 103 - Barrel 104 - Table 2 105 - Chair 2 106 - Skull Mouse 107 - Cobweb 1 108 - Cobweb 2 109 - Cobweb 3 110 - Cobweb 4 111 - Cobweb 5 112 - Vampire Portrait 113 - Support with Fruits 114 - Mirror 115 - Tombstone of Elise 116 - Crucifix 117 - Background 2 118 - RIP Tombstone 119 - Toilet 120 - Bath & Curtains 121 - Sink/Faucet 122 - Mirror 123 - Pots & Pans 124 - Oven 125 - Rocking Chair 126 - Pot 127 - Bar Stool 128 - Kitchen Cabinet 129 - Kitchen Drawers 130 - Lava Lamp 131 - Bootcamp Checkpoint Map Settings <P /> tag These tags go into <P /> tag at the start of the XML and specify various map settings. At the bottom of this tab, the "Reference" spoiler shows where this tag goes. A="" Effect: Sets the soulmate game mode, as seen in Vanilla 84 and various others. Arguments:
Example: Activate soulmate for the map. You will see the heart icon in the top left corner when you validate the map, indicating soulmate mode is active. <C><P A="" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C> aie="" Effect: Makes mice shock sensitive. Falling from heights, high restitution and enclosed spaces will kill the mice. Arguments:
Example: Touching the lava will cause mice to die, as shock sensitivity is enabled. <C><P aie="" /><Z><S><S X="500" L="20" Y="365" H="30" P="0,0,0,20,0,0,0,0" T="3" /><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C> bh="" Effect: Allows cannons, both pre spawned on the map or summoned by the shaman in gameplay to be shot upwards. Arguments:
Example: The cannons are able to be shot upwards. <C><P bh="" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O><O C="17" X="400" P="0" Y="270" /><O C="17" X="440" P="0" Y="270" /><O C="17" X="360" P="0" Y="270" /></O></Z></C> C="" Effect: Activates the collision game mode for the map, like in Vanilla 9 and various other Vanilla maps. Arguments:
Example: Activates collision, this can be seen by spawning mice by pressing the M key. <C><P C="" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C> Ca="" Effect: Hides anything beyond the current 400px by 800px gameplay screen. Arguments:
Example: Activates the game border. This effect can be seen when the ball bounces offscreen. <C><P Ca="" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O><O C="6" X="605" P="0" Y="200" /></O></Z></C> D="url1,x1,y1,r1;url2,x2,y2,r2" Effect: Displays an image in the background from the Transformice image database. Arguments:
Notes:
Example: Displays two different images from the database as backgrounds. <C><P D="x_transformice/x_evt/x_evt_21/gsvnkdsop/vide.png,250,350;x_transformice/x_evt/x_evt_10/YIKDFERT/BOSS_AnvilGod.png,400,50" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C> d="url1,x1,y1,r1;url2,x2,y2,r2" Effect: Displays an image in the foreground from the Transformice image database. Arguments:
Notes:
Example: Displays an image from the database in the foreground of the map (in front of the mice). <C><P d="x_transformice/x_maps/x_peche2015/map-aventure-2-foreground.png,0,0" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C> defilante="vi,a,vm,s" Effect: Activates the Defilante game mode on the map, allowing automatic scroll and tokens to be placed. Arguments:
Notes:
Example: Makes the map start scrolling at 0 speed, then accelerate by 2 speed until it reaches 4 speed. Includes a spring token. <C><P L="1000" defilante="0,2,4,1" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O><O C="16" X="500" P="0" Y="365" /></O></Z></C> DS="mode;x,y" Effect: Sets mouse spawn points. There are multiple modes which can be set in the first argument. Arguments:
Modes:
Example 1: DS spawn with "m" mode, the mice will spawn at the location X: 250, Y: 370 and X: 550, Y: 370. <C><P DS="m;250,370,550,370" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D /><O /></Z></C> Example 2: DS spawn with random "y" mode and X coordinate specified, the mice will spawn randomly along the vertical with the X coordinate 400. <C><P DS="x;400" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D /><O /></Z></C> Example 3: DS spawn with random "x" mode and Y coordinate specified, the mice will spawn randomly along the horizontal with the Y coordinate 370. <C><P DS="y;370" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D /><O /></Z></C> F="id" Effect: Sets the background for the map. Arguments:
Notes:
Example: Displays the Christmas background. <C><P F="5" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C> G="w,g" Effect: Sets the wind and gravity force of the map. Arguments:
Example: Normal gravity and positive 5 wind, causing the mice to be pushed to the right. <C><P G="5,10" /><Z><S><S X="500" L="20" Y="365" H="30" P="0,0,0.3,0.2,0,0,0,0" T="0" /><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C> H="value" Effect: Sets the map height. Arguments:
Example: Set map height to 600px. The blue game border in editor is extended to show this. <C><P H="600" /><Z><S><S X="400" L="400" Y="590" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C> L="value" Effect: Sets the map height. Arguments:
Example: Set map length to 1000px. The blue game border in editor is extended to show this. <C><P H="1000" /><Z><S><S X="400" L="400" Y="590" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C> mc="" Effect: Hides all nails pre-spawned on the map when the map is played. Nails in the shaman's build will not be hidden. Arguments:
Example: Hide the red motor nail which turns the plank. <C><P mc="" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O><O C="4" X="400" P="0" Y="200" /><O C="12" X="400" P="0" Y="200" /></O></Z></C> mgoc="value" Effect: Alters the mass of any Shaman Object summoned on the map by the shaman or pre-placed in the editor. Arguments:
Example: Set both the anvil and the box to 100 weight. <C><P mgoc="100" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /><S X="400" L="20" Y="280" H="200" P="0,0,0.3,0.2,0,0,0,0" T="8" /><S X="400" L="400" Y="170" H="20" P="1,0,0.3,0.2,0,0,0,0" T="1" /></S><D><DS X="400" Y="370" /></D><O><O C="10" X="590" P="0" Y="145" /><O C="1" X="210" P="0" Y="145" /></O></Z></C> N="" Effect: Sets the Nightmode game mode where mice can only see a small area around them. This is the effect seen in Vanilla 97. Arguments:
Example: Activate Nightmode. <C><P N="" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C> P="" Effect: Allows the shaman to spawn portals on the map. Arguments:
Example: Activate portals. The shaman can now spawn portals on the map. <C><P P="" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C> Reference
<DC X="" Y="" /> <DC2 X="" Y="" /> <DS X="" Y="" /> <F X="" Y="" /> <T X="" Y="" />
<JP A="" AXIS="" LIM1="" LIM2="" M1="" M2="" MV="" /> <JPL c="" M1="" M2="" P1="" P2="" P3="" P4="" R="" /> <JR LIM1="" LIM2="" M1="" M2="" MV="" P1="" P2="" /> Grounds <S /> tag These tags go into <S /> tag(s) inside the <S> </S> container tag. They specify ground properties and settings. At the bottom of this tab, the "Reference" spoiler shows where this tag goes. c="value" Effect: Sets the collision type of the ground. Arguments:
Collision Types:
Example: Set the wood ground's collision so that it only collides with shaman and mice, so ball falls through it. <C><P /><Z><S><S X="400" L="400" Y="390" c="3" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O><O C="6" X="605" P="0" Y="200" /></O></Z></C> H="value" Effect: Sets the ground's height. Arguments:
Example: Makes the ground 20px high. <C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C> i="x,y,url" Effect: Places an image on the ground. Arguments:
Notes:
Example: Place an image on the middle of the ground. <C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" i="400,390,http://outil.derpolino.shost.ca/imagetfm/?id=4663#images/x_transformice/x_inventaire/" /></S><D><DS X="400" Y="370" /></D><O /></Z></C> L="value" Effect: Sets the ground's length. Arguments:
Example: Makes the ground 400px long. <C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C> lua="id" Effect: Identifies a ground in Lua. Arguments:
Example: Identifies the ground as "5" in Lua. <C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" lua="5" /></S><D><DS X="400" Y="370" /></D><O /></Z></C> m="" Effect: Makes the ground invisible. Arguments:
Example: Makes the second wood ground invisible. When the map is validated, it will be invisible. <C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /><S X="500" L="20" Y="365" H="30" P="0,0,0.3,0.2,0,0,0,0" T="0" m="" /></S><D><DS X="400" Y="370" /></D><O /></Z></C> N="" Effect: Makes the ground display in the foreground. Arguments:
Example: Makes the second wood ground appear in the foreground. Mice will appear to be behind it, this can be tested by running against the ground. <C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /><S X="500" L="20" Y="365" H="30" P="0,0,0.3,0.2,0,0,0,0" T="0" N="" /></S><D><DS X="400" Y="370" /></D><O /></Z></C> nosync="" Effect: Disables the ground synchronisation on dynamic grounds, so that it does not need to be tied to the room sync. Arguments:
Example: Deactivates the ground sync. This cannot be visibly viewed in the editor. <C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /><S X="500" L="20" Y="200" H="30" P="1,0,0.3,0.2,0,0,0,0" T="1" nosync="" /></S><D><DS X="400" Y="370" /></D><O /></Z></C> o="color" Effect: Colors the ground (if it's the Rectangle or Circle type). Arguments:
Example: Colors the second ground red. <C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /><S X="500" o="ff0000" L="20" Y="365" H="30" P="0,0,0.3,0.2,0,0,0,0" T="12" /></S><D><DS X="400" Y="370" /></D><O /></Z></C> P="isdyn,mass,friction,restit,angle,fixrotat,lindamp,angdamp" Effect: Sets the ground's physical properties. Arguments:
Example: Sets the properties of the second wood ground. It is dynamic, and the high damping makes it fall slowly, and the restitution makes mice "bounce" off it. <C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /><S X="500" L="20" Y="300" H="30" P="1,0,0.3,2,0,0,20,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C> T="id" Effect: Sets the ground skin. Arguments:
Example: Displays the wood ground, ID 0. <C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C> v="time" Effect: Sets the time which the ground disappears at. Arguments:
Example: The second ground disappears after 5 seconds. <C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /><S X="500" v="05000" L="20" Y="365" H="30" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C> X="x" Effect: Sets the x coordinate of the ground. Arguments:
Example: Places the ground at X, 400. <C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /><S X="500" L="20" Y="365" H="30" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C> Y="y" Effect: Sets the y coordinate of the ground. Arguments:
Example: Places the ground at Y, 390. <C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /><S X="500" L="20" Y="365" H="30" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C> Z="id" Effect: An ID to identify the Z index of the ground. Arguments:
Example: Identifies the ground as Z="0". <C><P /><Z><S><S X="400" L="400" Y="390" Z="0" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /><S X="500" L="20" Y="365" H="30" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C> Reference
<DC X="" Y="" /> <DC2 X="" Y="" /> <DS X="" Y="" /> <F X="" Y="" /> <T X="" Y="" />
<JP A="" AXIS="" LIM1="" LIM2="" M1="" M2="" MV="" /> <JPL c="" M1="" M2="" P1="" P2="" P3="" P4="" R="" /> <JR LIM1="" LIM2="" M1="" M2="" MV="" P1="" P2="" /> Dernière modification le 1535701680000 |
Censere « Consul » 1515009780000
| 14 | ||
Decorations and Mouse Objects These tags go into the <D> </D> container tag. They specify decorations, mouse spawns, the mouse hole and cheese. At the bottom of this tab, the "Reference" spoiler shows where these tags go. Decorations <P /> tag These tags go into the <P /> tag (within the <D></D> tags) and specify the properties of the decoration. C="c1,c2,c3,c4" Effect: Sets the decoration colors. Arguments:
Notes:
Example: Colors the decoration. <C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /><P C="18585,c26900,10a61d,a3468e" X="500" P="0,0" T="93" Y="380" /></D><O /></Z></C> P="fore,invert" Effect: Sets the decoration's appearance. Arguments:
Example: Displays the decoration as background and inverted. <C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /><P X="500" P="0,1" T="6" Y="380" /></D><O /></Z></C> T="id" Effect: Sets the decoration type. Arguments:
Example: Displays the sign decoration, ID 4. <C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /><P X="500" P="0,0" T="4" Y="380" /></D><O /></Z></C> X="x" Effect: Sets the x location of the decoration. Arguments:
Example: Places the decoration at X, 500. <C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /><P X="500" P="0,0" T="4" Y="380" /></D><O /></Z></C> Y="y" Effect: Sets the y location of the decoration. Arguments:
Example: Places the decoration at Y, 370. <C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /><P X="500" P="0,0" T="4" Y="380" /></D><O /></Z></C> Z="id" Effect: An ID to identify the Z index of the decoration. Arguments:
Example: Identifies the decoration as Z="0". <C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /><P X="500" P="0,0" T="4" Y="380" Z="0" /></D><O /></Z></C> Shaman Spawn <DC /> tag These tags go into the <DC /> tag and specify the properties of the Shaman Spawn. This can only be placed once in the map. X="x" Effect: Sets the x location where the shaman will spawn. Arguments:
Example: Makes the shaman spawn at X, 400. <C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /><DC X="400" Y="370" /></D><O /></Z></C> Y="y" Effect: Sets the y location where the shaman will spawn. Arguments:
Example: Makes the shaman spawn at Y, 370. <C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /><DC X="400" Y="370" /></D><O /></Z></C> Dual Shaman Spawn <DC2 /> tag These tags go into the <DC2 /> tag and specify the properties of the Dual Shaman Spawn. This can only be placed once in the map. X="x" Effect: Sets the x location where the second shaman will spawn. Arguments:
Example: Makes the second shaman spawn at X, 400. <C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /><DC2 X="400" Y="370" /></D><O /></Z></C> Y="y" Effect: Sets the y location where the second shaman will spawn. Arguments:
Example: Makes the second shaman spawn at Y, 370. <C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /><DC2 X="400" Y="370" /></D><O /></Z></C> Mouse Spawn <DS /> tag These tags go into the <DS /> tag and specify the properties of the Mouse Spawn. The locations provided in this spawn overrides the coordinates provided in the DS="mode;x,y" tag in <P />. In addition, this can only be placed once on the map. X="x" Effect: Sets the x location where the mice spawn. Arguments:
Example: Makes the mice spawn at X, 400. <C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C> Y="y" Effect: Sets the y location where mice spawn. Arguments:
Example: Makes the mice spawn at Y, 370. <C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /></D><O /></Z></C> Cheese <F /> tag These tags go into the <F /> tag and specify the properties of the cheese. X="x" Effect: Sets the x location of the cheese. Arguments:
Example: Places the cheese at X, 400. <C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /><F X="400" Y="300" /></D><O /></Z></C> Y="y" Effect: Sets the y location of the cheese. Arguments:
Example: Places the cheese at Y, 300. <C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /><F X="400" Y="300" /></D><O /></Z></C> Hole <T /> tag These tags go into the <T /> tag and specify the properties of the hole. X="x" Effect: Sets the x location of the hole. Arguments:
Example: Places the hole at X, 400. <C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /><T X="400" Y="300" /></D><O /></Z></C> Y="y" Effect: Sets the y location of the hole. Arguments:
Example: Places the hole at Y, 370. <C><P /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D><DS X="400" Y="370" /><T X="400" Y="370" /></D><O /></Z></C> Reference
<DC X="" Y="" /> <DC2 X="" Y="" /> <DS X="" Y="" /> <F X="" Y="" /> <T X="" Y="" />
<JP A="" AXIS="" LIM1="" LIM2="" M1="" M2="" MV="" /> <JPL c="" M1="" M2="" P1="" P2="" P3="" P4="" R="" /> <JR LIM1="" LIM2="" M1="" M2="" MV="" P1="" P2="" /> Shaman Objects <O /> tag These tags go into <O /> tag(s) inside the <O> </O> container tag. They specify shaman objects and properties they may have. At the bottom of this tab, the "Reference" spoiler shows where this tag goes. C="id" Effect: Sets the type of shaman object. Arguments:
Example: Places a large box, id 2. <C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="2" Y="350" P="0" X="500" /></O></Z></C> Mp="power" Effect: Sets nail rotation power. Only applies to red and blue nails (IDs 11 to 16). Arguments:
Example: Makes the nailed plank rotate with Infinite power, making it fully stable. <C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="3" Y="300" X="500" P="0" /><O Mv="-20" Mp="Infinity" X="500" C="11" Y="300" P="0" /></O></Z></C> Mv="speed" Effect: Sets nail rotation speed. Only applies to red and blue nails (IDs 11 to 16). Arguments:
Example: Makes the nailed plank rotate with a speed of 20 in the clockwise direction. <C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="3" Y="300" X="500" P="0" /><O Mv="-20" Mp="Infinity" X="500" C="11" Y="300" P="0" /></O></Z></C> nosync="" Effect: Disables the shaman object synchronisation, so that it does not need to be tied to the room sync. Arguments:
Example: Deactivates the shaman object sync. This cannot be visibly viewed in the editor. <C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="2" Y="350" P="0" nosync="" X="500"/></O></Z></C> P="angle,collision" Effect: Sets the properties of the shaman object. Arguments:
Example: Sets the angle of the box to 45 degrees and deactivates mice collision. <C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="2" Y="340" X="500" P="45,1" /></O></Z></C> X="x" Effect: Sets the x coordinate of the shaman object. Arguments:
Example: Places the large box at X, 500. <C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="2" Y="350" P="0" X="500" /></O></Z></C> Y="y" Effect: Sets the y coordinate of the shaman object. Arguments:
Example: Places the large box at Y, 350. <C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="2" Y="350" P="0" X="500" /></O></Z></C> Z="id" Effect: An ID to identify the Z index of the shaman object. Arguments:
Example: Identifies the large box as Z="0". <C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="2" Z="0" Y="350" P="0" X="500" /></O></Z></C> Reference
<DC X="" Y="" /> <DC2 X="" Y="" /> <DS X="" Y="" /> <F X="" Y="" /> <T X="" Y="" />
<JP A="" AXIS="" LIM1="" LIM2="" M1="" M2="" MV="" /> <JPL c="" M1="" M2="" P1="" P2="" P3="" P4="" R="" /> <JR LIM1="" LIM2="" M1="" M2="" MV="" P1="" P2="" /> Joints <L /> tag These tags go into the <L> </L> container tag. They specify the various different types of joints and their properties. At the bottom of this tab, the "Reference" spoiler shows where these tags go. Distance Joint <JD /> tag These tags go into the <JD /> tag and specify the properties of the Distance Joint. AMP="value" Effect: Sets the joint elasticity. Arguments:
Notes:
Example: Makes the joint retract slowly after extending. <C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="17" Y="220" X="500" P="180" /></O><L><JD AMP="2e3" HZ="100" M2="0" M1="1" c="00000,2,.5" P2="500,100" /></L></Z></C> c="color,thickness,alpha",appearance Effect: Sets the joint color and appearance. Arguments:
Example: Displays the joint with color #000000, 2 thickness, 50% alpha, and in the background. <C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JD M2="0" M1="1" c="00000,2,.5,0" P2="500,100" /></L></Z></C> HZ="value" Effect: Sets the joint damping. Arguments:
Notes:
Example: Causes the joint to be damped so that it retracts quickly and is difficult to extend. <C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" H="40" X="500" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="17" Y="220" P="180" X="500" /></O><L><JD c="00000,2,.5" P2="500,100" M2="0" HZ="100" M1="1" /></L></Z></C> M1="z" Effect: Sets the first ground to link to. Arguments:
Example: Links the ground Z index 1. <C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /><S L="40" H="40" X="500" Y="100" T="0" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JD M2="2" c="00000,2,.5,0" M1="1" /></L></Z></C> M2="z" Effect: Sets the second ground to link to. Arguments:
Example: Links the ground Z index 2. <C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /><S L="40" H="40" X="500" Y="100" T="0" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JD M2="2" c="00000,2,.5,0" M1="1" /></L></Z></C> P1="x,y" Effect: Sets the coordinates on the map where the first ground is to be linked. Arguments:
Example: Links the ground Z index 1 at x: 200 y: 320. <C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /><S L="40" H="40" X="500" Y="100" T="0" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JD P1="200,320" M2="2" c="00000,2,.5,0" M1="1" /></L></Z></C> P2="x,y" Effect: Sets the coordinates on the map where the second ground is to be linked. Arguments:
Example: Links the ground Z index 1 at x: 200 y: 100. <C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /><S L="40" H="40" X="500" Y="100" T="0" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JD P2="200,100" M2="2" c="00000,2,.5,0" M1="1" /></L></Z></C> Prismatic Joint <JP /> tag These tags go into the <JP /> tag and specify the properties of the Prismatic Joint. A="angle" Effect: Sets the rotation angle between the two linked grounds. Arguments:
Example: Sets the angle between the two grounds to 60 degrees (1.0472 radians) as per the angle of the lower ground. <C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="16" P="1,-1,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="100" T="16" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" H="40" X="500" Y="320" T="16" P="1,0,0.3,0.2,60,0,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JP M2="2" A="1.0472" AXIS="1,0" M1="1" /></L></Z></C> AXIS="isx,isy" Effect: Sets the axis at which the two grounds will be linked. Arguments:
Notes:
Example: Links the grounds together so they are free to move horizontally, however their vertical movement is tied to one another. <C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="16" P="1,-1,0.3,0.2,0,0,0,0" /><S L="40" H="40" X="500" Y="100" T="16" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JP M2="2" AXIS="1,0" M1="1" /></L></Z></C> LIM1="value" Effect: Sets the joint's lower limit of movement. (Leftwards or upwards) Arguments:
Example: Limits the ground movement to 90px in the left direction. If the AXIS was in the opposite direction this would be in the upwards direction. <C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="16" P="1,-1,0.3,0.2,0,0,0,0" /><S L="40" H="40" X="500" Y="100" T="16" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JP M2="2" AXIS="1,0" LIM1="-3" M1="1" /></L></Z></C> LIM2="value" Effect: Sets the joint's upper limit of movement. (Upwards or downwards) Arguments:
Example: Limits the ground movement to 90px in the right direction. If the AXIS was in the opposite direction this would be in the downward direction. <C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="16" P="1,-1,0.3,0.2,0,0,0,0" /><S L="40" H="40" X="500" Y="100" T="16" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JP M2="2" AXIS="1,0" LIM2="3" M1="1" /></L></Z></C> M1="z" Effect: Sets the first ground to link to. Arguments:
Example: Links the ground Z index 1. <C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="16" P="1,-1,0.3,0.2,0,0,0,0" /><S L="40" H="40" X="500" Y="100" T="16" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JP M2="2" AXIS="1,0" M1="1" /></L></Z></C> M2="z" Effect: Sets the second ground to link to. Arguments:
Example: Links the ground Z index 2. <C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="16" P="1,-1,0.3,0.2,0,0,0,0" /><S L="40" H="40" X="500" Y="100" T="16" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JP M2="2" AXIS="1,0" M1="1" /></L></Z></C> MV="power,speed" Effect: Sets the ground motor power and speed. Arguments:
Example: Powers the ground so that it moves to the right. <C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="16" P="1,-1,0.3,0.2,0,0,0,0" /><S L="40" H="40" X="500" Y="100" T="16" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JP MV="Infinity,10" M2="2" AXIS="1,0" M1="1" /></L></Z></C> Pulley Joint <JPL /> tag These tags go into the <JPL /> tag and specify the properties of the Pulley Joint. c="color,thickness,alpha",appearance Effect: Sets the joint color and appearance. Arguments:
Example: Displays the joint with color #000000, 2 thickness, 50% alpha, and in the background. <C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /><S L="40" H="40" X="300" Y="220" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="10" Y="100" P="0" X="300" /></O><L><JPL M2="2" c="00000,2,.5,0" P4="300,100" M1="1" P3="500,100" /></L></Z></C> M1="z" Effect: Sets the first ground to link to. Arguments:
Example: Links the ground Z index 1. <C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /><S L="40" H="40" X="300" Y="220" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="10" Y="100" P="0" X="300" /></O><L><JPL M2="2" c="00000,2,.5,0" P4="300,100" M1="1" P3="500,100" /></L></Z></C> M2="z" Effect: Sets the second ground to link to. Arguments:
Example: Links the ground Z index 2. <C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /><S L="40" H="40" X="300" Y="220" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="10" Y="100" P="0" X="300" /></O><L><JPL M2="2" c="00000,2,.5,0" P4="300,100" M1="1" P3="500,100" /></L></Z></C> P1="x,y" Effect: Sets the coordinates on the map where the first ground is to be linked. Arguments:
Example: Links the ground Z index 1 at x: 500 y: 200. <C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" H="40" X="500" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /><S L="40" X="300" H="40" Y="220" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="10" Y="100" X="300" P="0" /></O><L><JPL M2="2" P1="500,200" c="00000,2,.5,0" P4="300,100" M1="1" P3="500,100" /></L></Z></C> P2="x,y" Effect: Sets the coordinates on the map where the second ground is to be linked. Arguments:
Example: Links the ground Z index 1 at x: 300 y: 200. <C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" H="40" X="500" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /><S L="40" X="300" H="40" Y="220" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="10" Y="100" X="300" P="0" /></O><L><JPL M2="2" c="00000,2,.5,0" P2="300,200" P4="300,100" M1="1" P3="500,100" /></L></Z></C> P3="x,y" Effect: Sets the coordinates on the map where the first pulley point (above the first ground at M1) is to be linked. Arguments:
Example: Puts the first pulley point at x: 500, y: 100 . <C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" H="40" X="500" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /><S L="40" X="300" H="40" Y="220" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="10" Y="100" X="300" P="0" /></O><L><JPL M2="2" c="00000,2,.5,0" P4="300,100" M1="1" P3="500,100" /></L></Z></C> P4="x,y" Effect: Sets the coordinates on the map where the second pulley point (above the second ground at M2) is to be linked. Arguments:
Example: Puts the second pulley point at x: 300, y: 100 . <C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" H="40" X="500" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /><S L="40" X="300" H="40" Y="220" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="10" Y="100" X="300" P="0" /></O><L><JPL M2="2" c="00000,2,.5,0" P4="300,100" M1="1" P3="500,100" /></L></Z></C> R="ratio" Effect: Sets the pulley ratio. Arguments:
Example: Sets the ratio to 5. The ground at M1 will move 5 units for every movement of M2 at one unit. <C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" H="40" X="500" Y="320" T="16" P="1,0,0.3,0.2,0,1,0,0" /><S L="40" X="300" H="40" Y="220" T="16" P="1,0,0.3,0.2,0,1,0,0" /></S><D><DS Y="370" X="400" /></D><O><O C="10" Y="100" X="300" P="0" /></O><L><JPL M2="2" R="5" P1="500,200" c="00000,2,.5,0" P4="300,100" M1="1" P3="500,100" /></L></Z></C> Revolute Joint <JR /> tag These tags go into the <JR /> tag and specify the properties of the Revolute Joint. LIM1="value" Effect: Sets the joint's lower limit of movement. (Anticlockwise) Arguments:
Example: Limits the ground rotation to 90 degrees anticlockwise (-1.5708 radians). <C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JR M2="1" MV="Infinity,-2" LIM1="-1.5708" /></L></Z></C> LIM2="value" Effect: Sets the joint's upper limit of movement. (Clockwise) Arguments:
Example: Limits the ground rotation to 90 degrees clockwise (1.5708 radians). <C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="320" T="16" P="1,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JR M2="1" MV="Infinity,2" LIM2="1.5708" /></L></Z></C> M1="z" Effect: Sets the first ground to link to. Arguments:
Example: Links the ground Z index 1. <C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="130" T="16" P="1,0,0.3,0.2,0,0,0,0" /><S L="40" H="40" X="300" Y="130" T="16" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JR M2="2" MV="Infinity,2" M1="1" /></L></Z></C> M2="z" Effect: Sets the second ground to link to. Arguments:
Example: Links the ground Z index 2. <C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="130" T="16" P="1,0,0.3,0.2,0,0,0,0" />< <C><P /><Z><S><S L="40" H="40" X="300" Y="130" T="16" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JR M2="2" MV="Infinity,2" M1="1" /></L></Z></C> MV="power,speed" Effect: Sets the ground motor power and speed. Arguments:
Example: Powers the ground so that it moves clockwise. <C><P /><Z><S><S L="40" H="40" X="300" Y="130" T="16" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JR M2="2" MV="Infinity,2" M1="1" /></L></Z></C> P1="x,y" Effect: Sets the coordinates on the map where the first ground is to be linked. Arguments:
Example: Links the ground at M1 at x: 500 y: 0. <C><P /><Z><S><S L="400" H="20" X="400" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" H="40" X="500" Y="130" T="16" P="1,0,0.3,0.2,0,0,0,0" /><S L="40" X="300" H="40" Y="130" T="16" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JR M2="2" MV="Infinity,2" M1="1" P1="500,0" /></L></Z></C> P2="x,y" Effect: Sets the coordinates on the map where the second ground is to be linked. Arguments:
Example: Links the ground at M2 at x: 300 y: 0. <C><P /><Z><S><S L="400" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="40" X="500" H="40" Y="130" T="16" P="1,0,0.3,0.2,0,0,0,0" /><S L="40" H="40" X="300" Y="130" T="16" P="0,0,0.3,0.2,0,0,0,0" /></S><D><DS Y="370" X="400" /></D><O /><L><JR P2="300,0" M2="2" MV="Infinity,2" M1="1" /></L></Z></C> Reference
<DC X="" Y="" /> <DC2 X="" Y="" /> <DS X="" Y="" /> <F X="" Y="" /> <T X="" Y="" />
<JP A="" AXIS="" LIM1="" LIM2="" M1="" M2="" MV="" /> <JPL c="" M1="" M2="" P1="" P2="" P3="" P4="" R="" /> <JR LIM1="" LIM2="" M1="" M2="" MV="" P1="" P2="" /> |
Censere « Consul » 1515009780000
| 3 | ||
Reserved. |
Bolodefchoco « Sénateur » 1515009960000
| 1 | ||
Awesome tutorial! |
Kimsterjay « Consul » 1515012600000
| 0 | ||
Nice job ^^ |
0 | ||
Nice rezanko |
Grimmaro « Consul » 1515016500000
| 0 | ||
This finally went out, good job |
Vintage « Consul » 1515017580000
| 0 | ||
Great! |
Boucharma « Censeur » 1515184920000
| 0 | ||
Fantastic! |
Kimsterjay « Consul » 1516011900000
| 1 | ||
Drescen a dit : Background IDs aren't listed in the IDs section. Background IDs A complete list of the Background IDs. 0 - Daylight 1 - Dawn 2 - Twilight 3 - Full moon 4 - Halloween 5 - Christmas 6 - Storm clouds 7 - Storm clouds 2 Found out some bugs though: • ID 6 shows up as some sort of Valentines day background. • ID 7 shows up as Storm clouds. • ID 8 shows up as Storm clouds 2. Dernière modification le 1516012140000 |
Censere « Consul » 1516043400000
| 3 | ||
Kimsterjay a dit : I recall making an updated list of the IDs section with some ingame testing, I probably just forgot to add it. I'll add it in later. |
Bolodefchoco « Sénateur » 1516044840000
| 0 | ||
If you set F="" as -2 the background will always be random ^^' |
Kimsterjay « Consul » 1516059840000
| 2 | ||
Bolodefchoco a dit : Ah I didn't know that ^^ I guess it should be: Background IDs A complete list of the Background IDs. -2 - Random 0 - Daylight 1 - Dawn 2 - Twilight 3 - Full moon 4 - Halloween 5 - Christmas 6 - Valentine's day 7 - Storm clouds 8 - Storm clouds 2 Dernière modification le 1516062060000 |
Melviry « Citoyen » 1520003580000
| 2 | ||
Awesome tutorial ^.^ |
Overjoy06 « Citoyen » 1530184260000
| 0 | ||
how do you make duplicate mouse spawns? |
1 | ||
Overjoy06 a dit : Look under "Map settings" tab, under the "DS="mode;x,y"" spoiler Effect: Sets mouse spawn points. There are multiple modes which can be set in the first argument. Arguments: mode (mode) - Spawn mode, either "m" - set locations, "y" - random x locations or "x" - random y locations. x (coordinate) - The x location of the spawn. y (coordinate) - The y location of the spawn. Modes: If the mode is "m", the "x" and "y" arguments must be specific positions. If the mode is "y", only the "x" argument can be used, it specifies the x coordinate where the mice will spawn along randomly. If the mode is "x", only the "y" argument can be used, it specifies the y coordinate where the mice will spawn along randomly. The arguments can be specified as many times as desired to create multiple positions. Example 1: DS spawn with "m" mode, the mice will spawn at the location X: 400, Y: 370 and X: 550, Y: 370. <C><P DS="m;250,370,550,370" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D /><O /></Z></C> Example 2: DS spawn with random "y" mode and X coordinate specified, the mice will spawn randomly along the vertical with the X coordinate 400. <C><P DS="x;400" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D /><O /></Z></C> Example 3: DS spawn with random "x" mode and Y coordinate specified, the mice will spawn randomly along the horizontal with the Y coordinate 370. <C><P DS="y;370" /><Z><S><S X="400" L="400" Y="390" H="20" P="0,0,0.3,0.2,0,0,0,0" T="0" /></S><D /><O /></Z></C> If you are looking for 2 spawn points, example 1 explains it (aka DS="m;x1,y1,x2,y2") Oh the example is wrong, it says the first point is (400,370) when the xml code shows (250,370) lol |
Sugarnote « Citoyen » 1533921000000
| 0 | ||
Thank you so much ^^ |
Censere « Consul » 1535701680000
| 1 | ||
Tat a dit : This is now fixed |
Anthonyjones « Censeur » 1537551120000
| 0 | ||
Alright this will be add my favorite for good tutorial. However... Bolodefchoco a dit : I tried doing on editor map, but not random for reason it still daylight. How does work for this? |
Censere « Consul » 1537850340000
| 0 | ||
Anthonyjones a dit : This setting is a bit odd. I think it only works if you play your map in a room (tribehouse, etc). |