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XML Documentation
Censere
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1515009780000
    • Censere#0095
    • Profil
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    • Tribu
#1
  17
  • About
  • XML Tree
  • IDs
  • Map Settings
  • Grounds

https://i.imgur.com/kGtcTkX.png



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.
  • Map Editor Info and Guidelines
  • Map Crew FAQ
  • Map Editor Q and A

This topic was written by myself utilising my knowledge of the Map Editor and referencing the EN translation of the FR XML Documentation.

Credits
Thanks to Shamousey and their topic Module FAQ for the design that this Documentation follows.

Reference

    <C>
      <P A="" aie="" bh="" C="" Ca="" D="" d="" defilante="" DS="" F="" G="" H="" L="" mc="" mgoc="" N="" P="" />
        <Z>
          <S>
            <S c="" H="" i="" L="" lua="" m="" N="" nosync="" o="" P="" T="" v="" X="" Y="" Z="" />
          </S>

          <D>
            <P C="" P="" T="" X="" Y="" Z="" />
            <DC X="" Y="" />
            <DC2 X="" Y="" />
            <DS X="" Y="" />
            <F X="" Y="" />
            <T X="" Y="" />
          </D>

          <O>
            <O C="" Mp="" Mv="" nosync="" P="" X="" Y="" Z="" />
          </O>

          <L>
            <JD AMP="" c="" HZ="" M1="" M2="" P1="" P2="" />
            <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="" />
          </L>
        </Z>
    </C>

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:
  • None.

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:
  • None.

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:
  • None.

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:
  • None.

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:
  • None.

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:
  • url1 (url) - The first image to display.
  • x1 (coordinate) - The x location where the first image is to be displayed.
  • y1 (coordinate) - The y location where the first image is to be displayed.
  • r1 (integer) - How many times the first image will repeat every 800px.
  • url2 (url) - The second image to display.
  • x2 (coordinate) - The x location where the second image is to be displayed.
  • y2 (coordinate) - The y location where the second image is to be displayed.
  • r2 (integer) - How many times the second image will repeat every 800px.

Notes:
  • Multiple different url,x,y arguments split by a ";" may be specified to display as many images as desired.
  • The "r" parameter is only available with Lua loaded maps.
  • There is a tutorial on the map backgrounds here.

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:
  • url1 (url) - The first image to display.
  • x1 (coordinate) - The x location where the first image is to be displayed.
  • y1 (coordinate) - The y location where the first image is to be displayed.
  • r1 (integer) - How many times the first image will repeat every 800px.
  • url2 (url) - The second image to display.
  • x2 (coordinate) - The x location where the second image is to be displayed.
  • y2 (coordinate) - The y location where the second image is to be displayed.
  • r2 (integer) - How many times the second image will repeat every 800px.

Notes:
  • Like the D="" tag, different url,x,y arguments split by a ";" may be specified to display as many images as desired.
  • The "r" parameter is only available with Lua loaded maps.
  • There is a tutorial on the map backgrounds here.

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:
  • vi (decimal) - Initial speed.
  • a (decimal) - Scrolling acceleration.
  • vm (decimal) - Maximum speed.
  • s (decimal) - Free scroll.

Notes:
  • More information on the Defilante setting may be found here.
  • Using this setting allows maps to scroll to up to 4800px, this can be specified using the H="4800" tag, also found in <P />.

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:
  • 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: 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:
  • id (integer) - The ID of the background selected to display. A list of IDs can be found in the IDs section.

Notes:
  • The background will stretch to acommodate maps with scroll.

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:
  • w (decimal) - The strength of wind. No wind is 0. Negative values will give a wind to the left, while positive values will give wind to the right.
  • g (decimal) - The strength of gravity. Default is 10. Negative values will give inverted gravity (antigravity), while positive values will give normal gravity (down).

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:
  • value (decimal) - The height of the map, given in pixels. Default (and minimum) is 400, maximum is 800.

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:
  • value (decimal) - The length of the map, given in pixels. Default (and minimum) is 800, maximum without Defilante="" is 1600, with Defilante="" it is 4800.

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:
  • None.

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:
  • value (integer) - The value to set the mass of all objects to.

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:
  • None.

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:
  • None.

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
    <C>
      <P A="" aie="" bh="" C="" Ca="" D="" d="" defilante="" DS="" F="" G="" H="" L="" mc="" mgoc="" N="" P="" />
        <Z>
          <S>
            <S c="" H="" i="" L="" lua="" m="" N="" nosync="" o="" P="" T="" v="" X="" Y="" Z="" />
          </S>

          <D>
            <P C="" P="" T="" X="" Y="" Z="" />
            <DC X="" Y="" />
            <DC2 X="" Y="" />
            <DS X="" Y="" />
            <F X="" Y="" />
            <T X="" Y="" />
          </D>

          <O>
            <O C="" Mp="" Mv="" nosync="" P="" X="" Y="" Z="" />
          </O>

          <L>
            <JD AMP="" c="" HZ="" M1="" M2="" P1="" P2="" />
            <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="" />
          </L>
        </Z>
    </C>
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:
  • value (integer) - The mode of ground collision.

Collision Types:
  • 1 - Collision with all objects
  • 2 - Collision with shaman objects and grounds
  • 3 - Collision with shaman and mice
  • 4 - No collision with any objects

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:
  • value (decimal) - The height of the ground, given in pixels. Minimum is 10.

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:
  • x (coordinate) - The x location of the image.
  • y (coordinate) - The y location of the image.
  • url (coordinate) - The url of the image to display.

Notes:
  • This feature is only avaliable to maps loaded in Lua by members of the Module Team.

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:
  • value (decimal) - The length of the ground, given in pixels. Minimum is 10.

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:
  • id (integer) - The id of the ground, to identify it in Lua.

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:
  • None.

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:
  • None.

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:
  • None.

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:
  • color (hex) - The hex code of the ground's color.

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:
  • idsyn (boolean) - If 0, the ground is non dynamic. If 1, the ground is dynamic (moves and can interact actively with other objects)
  • mass (decimal) - Mass of the ground. Acts only on dynamic grounds. Extremely low masses can make the ground easier for the mice to fall through it, higher masses make it have more inertia and make it harder to move. Negative mass will make the ground static.
  • friction (decimal) - Friction of the ground. Low friction makes the ground slippery, higher friction makes it easier to grip.
  • restit (decimal) - Restitution of the ground. The higher this is, the more the ground will push mice and objects away when they collide with it.
  • angle (decimal) - Angle the ground is rotated to.
  • fixrotat (boolean) - Fixed rotation. Acts only on dynamic grounds. If 0, the ground is free to rotate. If 1, the ground cannot rotate.
  • lindamp (decimal) - Linear damping. Acts only on dynamic grounds. As this value increases, it becomes harder to move the ground.
  • angdamp (decimal) - Angular damping. Acts only on dynamic grounds. As this value increases, it becomes harder to rotate the ground.

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:
  • id (integer) - The ID of the ground skin to display. A list of ground IDs can be found in the IDs section.

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:
  • time (integer) - The time for the ground to disappear, in milliseconds. 1 second is 1000.

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:
  • x (coordinate) - The x coordinate of the ground.

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:
  • y (coordinate) - The y coordinate of the ground.

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:
  • id (coordinate) - The Z index to identify the ground.

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
    <C>
      <P A="" aie="" bh="" C="" Ca="" D="" d="" defilante="" DS="" F="" G="" H="" L="" mc="" mgoc="" N="" P="" />
        <Z>
          <S>
            <S c="" H="" i="" L="" lua="" m="" N="" nosync="" o="" P="" T="" v="" X="" Y="" Z="" />
          </S>

          <D>
            <P C="" P="" T="" X="" Y="" Z="" />
            <DC X="" Y="" />
            <DC2 X="" Y="" />
            <DS X="" Y="" />
            <F X="" Y="" />
            <T X="" Y="" />
          </D>

          <O>
            <O C="" Mp="" Mv="" nosync="" P="" X="" Y="" Z="" />
          </O>

          <L>
            <JD AMP="" c="" HZ="" M1="" M2="" P1="" P2="" />
            <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="" />
          </L>
        </Z>
    </C>


Dernière modification le 1535701680000
Censere
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1515009780000
    • Censere#0095
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    • Tribu
#2
  15
  • Decorations and Mouse Objects
  • Shaman Objects
  • Joints
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:
  • c1 (hex) - The the first color of the decoration.
  • c2 (hex) - The the second color of the decoration.
  • c3 (hex) - The the third color of the decoration.
  • c4 (hex) - The the fourth color of the decoration.

Notes:
  • Some decorations may only have one, two or three color arguments, or even none.

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:
  • fore (boolean) - If the decoration is to appear in the background or not. A value of 0 makes it appear in the background, a value of 1 will make it foreground.
  • invert (boolean) - If the decoration is to be inverted. A value of 0 means the background displays as default, a value of 1 inverts (flips) the background along the X axis (horizontal).

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:
  • id (integer) - The ID of the decoration to display. A list of decoration IDs can be found in the IDs section.

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:
  • x (coordinate) - The x coordinate of the decoration.

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:
  • y (coordinate) - The y coordinate of the decoration.

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:
  • id (coordinate) - The Z index to identify the decoration.

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:
  • x (coordinate) - The x coordinate of the shaman spawn.

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:
  • y (coordinate) - The y coordinate of the shaman spawn.

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:
  • x (coordinate) - The x coordinate of the second shaman spawn.

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:
  • y (coordinate) - The y coordinate of the second shaman spawn.

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:
  • x (coordinate) - The x coordinate of the mouse spawn.

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:
  • y (coordinate) - The y coordinate of the mouse spawn.

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:
  • x (coordinate) - The x coordinate of the cheese.

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:
  • y (coordinate) - The y coordinate of the cheese.

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:
  • x (coordinate) - The x coordinate of the hole.

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:
  • y (coordinate) - The y coordinate of the hole.

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
    <C>
      <P A="" aie="" bh="" C="" Ca="" D="" d="" defilante="" DS="" F="" G="" H="" L="" mc="" mgoc="" N="" P="" />
        <Z>
          <S>
            <S c="" H="" i="" L="" lua="" m="" N="" nosync="" o="" P="" T="" v="" X="" Y="" Z="" />
          </S>

          <D>
            <P C="" P="" T="" X="" Y="" Z="" />
            <DC X="" Y="" />
            <DC2 X="" Y="" />
            <DS X="" Y="" />
            <F X="" Y="" />
            <T X="" Y="" />
          </D>

          <O>
            <O C="" Mp="" Mv="" nosync="" P="" X="" Y="" Z="" />
          </O>

          <L>
            <JD AMP="" c="" HZ="" M1="" M2="" P1="" P2="" />
            <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="" />
          </L>
        </Z>
    </C>

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:
  • id (integer) - The ID of the shaman object to set. A comprehensive list may be found in the IDs tab.

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:
  • power (integer) - The power level. Low values will make the motor nail easily backdrivable whereas higher values make it more stable. A value of Infinity makes it fully stable.

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:
  • speed (integer) - The speed of rotation. A positive value will create anticlockwise rotation whereas negative will create clockwise.

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:
  • None.

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:
  • angle (integer) - Angle of the shaman object.
  • collision (boolean) - If the object is to collide with mice or not. 0 for collision and 1 for no collision. It will appear ghosted if there is no collision.

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:
  • x (coordinate) - The x coordinate of the shaman object.

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:
  • y (coordinate) - The y coordinate of the shaman object.

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:
  • id (coordinate) - The Z index to identify the shaman object.

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
    <C>
      <P A="" aie="" bh="" C="" Ca="" D="" d="" defilante="" DS="" F="" G="" H="" L="" mc="" mgoc="" N="" P="" />
        <Z>
          <S>
            <S c="" H="" i="" L="" lua="" m="" N="" nosync="" o="" P="" T="" v="" X="" Y="" Z="" />
          </S>

          <D>
            <P C="" P="" T="" X="" Y="" Z="" />
            <DC X="" Y="" />
            <DC2 X="" Y="" />
            <DS X="" Y="" />
            <F X="" Y="" />
            <T X="" Y="" />
          </D>

          <O>
            <O C="" Mp="" Mv="" nosync="" P="" X="" Y="" Z="" />
          </O>

          <L>
            <JD AMP="" c="" HZ="" M1="" M2="" P1="" P2="" />
            <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="" />
          </L>
        </Z>
    </C>

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:
  • value (int) - How elastic the joint is to be. (See the Notes) Also see here.

Notes:
  • If the tag is used without the HZ tag, the tag has no effect.
  • If the tag is used with the HZ tag, a high value will mean a slower retract, whereas lower values will cause a quicker retract.

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:
  • color (hex) - A hex color code to set the color of the joint.
  • thickness (int) - Any value from 0 to 255, specifying the thickness of the joint.
  • alpha (decimal) - Any value from 1 to 0, which gives the alpha/transparency of the joint.
  • alpha (boolean) - How the joint should appear. 1 will make it foreground, 0 will make it background.

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:
  • value (int) - The joint damping, or tautness. Higher values means the joint is more difficult to extend, lower values will extend further and retract slower. See here.

Notes:
  • See the AMP tag.

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:
  • z (integer) - The Z Index of the first ground to link to.

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:
  • z (integer) - The Z Index of the second ground to link to.

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:
  • x (coordinate) - The x coordinate where the joint is to be linked to the first ground.
  • y (coordinate) - The y coordinate where the joint is to be linked to the first ground.

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:
  • x (coordinate) - The x coordinate where the joint is to be linked to the second ground.
  • y (coordinate) - The y coordinate where the joint is to be linked to the second ground.

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:
  • angle (raidans) - The angle to set between the two grounds. If not specified this forces the grounds to be locked to the same rotation.


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:
  • isx (boolean) - If the grounds are to be linked along the x axis (horizontally). A value of 1 specifies the grounds will move together horizontally.
  • isy (boolean) - If the grounds are to be linked along the y axis (vertically). A value of 1 specifies the grounds will move together vertically.

Notes:
  • Without this tag, the JP joint will not have any effect.
  • Only one of the isx, isy arguments must be true (value of 1), the other must be false (value of 0). Otherwise the joint has no effect.

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:
  • value (decimal) - The lower limit of movement. 1 = 30px. Should always be negative, as it's a backwards limit.

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:
  • value (decimal) - The upper limit of movement. 1 = 30px. Should always be positive, as it's a forwards limit.

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:
  • z (integer) - The Z Index of the first ground to link to.

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:
  • z (integer) - The Z Index of the second ground to link to.

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:
  • power (integer) - The power of the ground. Lower values allow for it to be backdriven whereas higher values make it harder to backdrive. For best stability a value of Infinity may be used.
  • power (integer) - The speed of the ground. If negative, the ground will go upwards or leftwards depending on the AXIS. If positive the ground will go rightwards or downwards, again depending on the AXIS.

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:
  • color (hex) - A hex color code to set the color of the joint.
  • thickness (int) - Any value from 0 to 255, specifying the thickness of the joint.
  • alpha (decimal) - Any value from 1 to 0, which gives the alpha/transparency of the joint.
  • alpha (boolean) - How the joint should appear. 1 will make it foreground, 0 will make it background.

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:
  • z (integer) - The Z Index of the first ground to link to.

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:
  • z (integer) - The Z Index of the second ground to link to.

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:
  • x (coordinate) - The x coordinate where the joint is to be linked to the first ground.
  • y (coordinate) - The y coordinate where the joint is to be linked to the first ground.

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:
  • x (coordinate) - The x coordinate where the joint is to be linked to the second ground.
  • y (coordinate) - The y coordinate where the joint is to be linked to the second ground.

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:
  • x (coordinate) - The x coordinate where the pulley point is to be.
  • y (coordinate) - The y coordinate where the pulley point is to be.

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:
  • x (coordinate) - The x coordinate where the pulley point is to be.
  • y (coordinate) - The y coordinate where the pulley point is to be.

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:
  • ratio (coordinate) - The ratio of movement. M1 will move the ratio units for every one unit of movement at M2.

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:
  • value (decimal) - The anticlockwise limit of movement. Given in radians, and should always be a negative value.

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:
  • value (decimal) - The clockwise limit of movement. Given in radians, and should always be a positive value.

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:
  • z (integer) - The Z Index of the first ground to link to.

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:
  • z (integer) - The Z Index of the second ground to link to.

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:
  • power (integer) - The power of the ground. Lower values allow for it to be backdriven whereas higher values make it harder to backdrive. For best stability a value of Infinity may be used.
  • power (integer) - The speed of the ground. If negative, the ground will go anticlockwise. If positive the ground will go clockwise.

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:
  • x (coordinate) - The x coordinate where the joint is to be linked to the first ground.
  • y (coordinate) - The y coordinate where the joint is to be linked to the first ground.

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:
  • x (coordinate) - The x coordinate where the joint is to be linked to the second ground.
  • y (coordinate) - The y coordinate where the joint is to be linked to the second ground.

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
    <C>
      <P A="" aie="" bh="" C="" Ca="" D="" d="" defilante="" DS="" F="" G="" H="" L="" mc="" mgoc="" N="" P="" />
        <Z>
          <S>
            <S c="" H="" i="" L="" lua="" m="" N="" nosync="" o="" P="" T="" v="" X="" Y="" Z="" />
          </S>

          <D>
            <P C="" P="" T="" X="" Y="" Z="" />
            <DC X="" Y="" />
            <DC2 X="" Y="" />
            <DS X="" Y="" />
            <F X="" Y="" />
            <T X="" Y="" />
          </D>

          <O>
            <O C="" Mp="" Mv="" nosync="" P="" X="" Y="" Z="" />
          </O>

          <L>
            <JD AMP="" c="" HZ="" M1="" M2="" P1="" P2="" />
            <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="" />
        </L>
      </Z>
    </C>

Censere
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#3
  3
Reserved.
Bolodefchoco
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#4
  1
Awesome tutorial!
Kimsterjay
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#5
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Nice job ^^
Mquk
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Nice rezanko
Grimmaro
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This finally went out, good job
Vintage
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Great!
Boucharma
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Fantastic!
Kimsterjay
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Drescen a dit :
F="id"

Effect: Sets the background for the map.

Arguments:
  • id (integer) - The ID of the background selected to display. A list of IDs can be found in the IDs section.

Notes:
  • The background will stretch to acommodate maps with scroll.

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>

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
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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
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If you set F="" as -2 the background will always be random ^^'
Kimsterjay
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Bolodefchoco a dit :
If you set F="" as -2 the background will always be random ^^'

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
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Awesome tutorial ^.^
Overjoy06
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how do you make duplicate mouse spawns?
Tat
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Overjoy06 a dit :
how do you make duplicate mouse spawns?

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
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Thank you so much ^^
Censere
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Tat a dit :
Oh the example is wrong, it says the first point is (400,370) when the xml code shows (250,370) lol

This is now fixed
Anthonyjones
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Alright this will be add my favorite for good tutorial.

However...
Bolodefchoco a dit :
If you set F="" as -2 the background will always be random ^^'

I tried doing on editor map, but not random for reason it still daylight. How does work for this?
Censere
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Anthonyjones a dit :
I tried doing on editor map, but not random for reason it still daylight. How does work for this?

This setting is a bit odd. I think it only works if you play your map in a room (tribehouse, etc).
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