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Map Editor Q&A
Capufox
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#3841
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inthebin a dit :
capufox a dit :
How to make teleport long map? Sorry, but theese codes and HTMLs and etc. are SOOOOOOOOOOO hard for me ;c ( I have a bad EN too ^^')

All you need to do is plan out where you start and where you want to go.
http://i.imgur.com/u4oyVlb.png

Then add grounds and set their restitution to 9999.
http://i.imgur.com/SWnkrB8.png

The first lava you hit at hole will shoot you off the -45 degree lava at top.
This will send you flying to the top right lava at 45 degrees.
What you should notice is that when you hit that top right lava, you bounce off of it at the angle it is at.
So by hitting the 45 degree lava, you shoot off at 45 degrees.
Now this creates a problem, the lava is too far in the map to shoot you to cheese.
The answer is simple.
If we shoot off to a 45 degree lava, we end up where ever the 45 degree line intersects with a solid ground.
Therefore, we can make another line to visualize this path.
We want this path to insect not just with the wood ground but the cheese also.
http://i.imgur.com/4DGaisZ.png

Now we can teleport to the cheese as intended.
Once this is done, we can move the lava offscreen if you wish.
You will have to readjust the top right lava so it remains on that line we visualized, otherwise the mice will bounce off somewhere else.
This is the most simplest explanation and it can get more complicated as you experiment with different angles.
So here are some tips:
The third ground you hit is the angle you hit the ground at.
A 45 degree ground will shoot you 45 degrees in that direction.
Use lines to visualize a path you want to be teleported to.
If you are making a scroll map then all you need to do is adjust the X Axis and nothing more.
If using vertical scroll, you will need to adjust the X and Y Axis

A more less wordy and simplified answer:
>Create rough path of teleport.
http://i.imgur.com/u4oyVlb.png
>Spawn three lava grounds.
>Set all three lava grounds to 9999 restitution.
>Let first lava ground hit you to second lava ground.
>Second lava ground must be angled and be able to hit you off third lava.
http://i.imgur.com/SWnkrB8.png
>Third lava ground sends you off at the angle you choose.
>Use more grounds to see where the second and third lava grounds go to when adjusting.
http://i.imgur.com/4DGaisZ.png

This is the best answer I can think of at the moment.
Here is the Teleport Thread.
Ideally, the first lava ground should be small, otherwise mice might hit the wrong area and shoot off the map.
If you want a scroll map here is the XML:
<C><P L="" H="" /><Z><S /><D /><O /></Z></C>
L is how long you want the map with 1600 being the most.
H is how you high you want the map with 800 being the most.
All you need to do is type the number you want in-between the "" and load the XML.

thank u :o
Sarkazm_lol
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#3842
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I've been working on a map over the past week or two, trying to get the mechanics right.
Of course, I've run into a problem. The elevators moving sideward stop at a certain point for a reason I cannot see.

Here is the XML:
@5611768


Thanks.

Dernière modification le 1417628460000
Inthebin
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#3843
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http://pastebin.com/6U30aNfi
If you want a horizontal elevator, it is best to keep it on the same Y Axis for simplicity.
If you want a vertical elevator, it is best to keep it on the same X Axis like you did.

Dernière modification le 1417629360000
Sarkazm_lol
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#3844
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Thank you once again, Inthebin. Much appreciated.
Skardsen
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#3845
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Alright, so, with the holidays coming up, I feel like I really need to make a holiday-themed map.

I was wondering if it was possible to have continuous "snow" [multiple white circle grounds] falling in the background (not coming in collision with mice), and if so, how it would be possible.

Any help is appreciated, thanks!
Inthebin
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#3846
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skardsen a dit :
Alright, so, with the holidays coming up, I feel like I really need to make a holiday-themed map.

I was wondering if it was possible to have continuous "snow" [multiple white circle grounds] falling in the background (not coming in collision with mice), and if so, how it would be possible.

Any help is appreciated, thanks!

If you want snow falling down fluidly, it is quite simple.
All you need to know is how much grounds you want to have falling.
So if you want to have 5 grounds falling, then you need five layers of strings connected to those grounds.
Those five grounds will be falling on a lava floor and hitting the solid roof.
Make sure those five grounds are aligned side by side though and with fixed rotation.
It is that easy.
You can see it in my Holiday Map:
@5552729
On Viprin, you can just randomly add dots on five different layers that are linked to those five different grounds.
You may have to play with it a bit to get that effect good.
But, the more grounds you can use = The more fluid it will look.
I used five grounds in mines and it is a bit chippy.

Dernière modification le 1417659720000
Skardsen
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#3847
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Ooh, thanks for the quick response. Also, may I ask what you mean by 'five layers of strings'? I'm not really used to Viprin's drawing editor, aha.

Awesome map btw. I just played it in my tribehouse and it looks amazing.

Dernière modification le 1417660140000
Inthebin
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#3848
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skardsen a dit :
Ooh, thanks for the quick response. Also, may I ask what you mean by 'five layers of strings'? I'm not really used to Viprin's drawing editor, aha.

Awesome map btw. I just played it in my tribehouse and it looks amazing.

When you load Viprin Editor, you can see a button that says "New Layer".
New layer groups strings together and they behave separately from other layers.
You will have to link each layer to each ground.
Mouldychesse
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#3849
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How do you add Viprin art to a Scroll map?
Inthebin
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#3850
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mouldychesse a dit :
How do you add Viprin art to a Scroll map?

Are you talking about the 1600 Scroll or the Defilante Scroll?
For the 1600 Scroll, you just set the background to 1600x400 or 1600x800 under "Settings" (Whatever floats your boat).
If you are talking about Defilante, then it involves messing with the XML.
First you make your art map on Viprin and account for the length of the map which is tricky since it goes up to 4800p long.
Once you generate that XML copy everything from <L> to </L> and paste it on a word document.
Go to Map Editor then copy the map XML (If it is empty, do not worry) then paste it on that word document.
Take everything between the <L> and </L> and copy it.
Scroll down the Map Editor XML until you get to <O> and <Z>.
Paste the Viprin XML between that and make your map.
Then go back up the combined XML and insert the Defilante scroll code between the <P />.
For Defilante Scroll:
defilante="-1,-1,-1,1" L="Length" and H="Height"

Dernière modification le 1417720440000
Nekoava
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#3851
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What is the lua map code for the maps like this?: @4985044 Thanks ^^
Inthebin
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#3852
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nekoava a dit :
What is the lua map code for the maps like this?: @4985044 Thanks ^^

I am not sure if I understand what that question is.
Map codes are the same though throughout Transformice.
If you want to be playing tribehouse maps though you can set newgame as P22 if I remembered.
You can ask over the module section though, I do not code with LUA (That is not done poorly).

Dernière modification le 1417984140000
Nekoava
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#3853
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Sorry, I didn't mean lua. I just meant the code to make a map's x/y axis in map editor it so it's this size (@4985044).
Inthebin
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#3854
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nekoava a dit :
Sorry, I didn't mean lua. I just meant the code to make a map's x/y axis in map editor it so it's this size (@4985044).

Well if you want a 1600x800 map you can use <P L="1600" H="800" />.
But if you want it longer you can use <P defilante="-1,-1,-1,1" L="4800" H="800" />.
Abaann
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#3855
[Modéré par Whiskypickle, raison : Spam]
Olpololi
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#3856
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ik all but how to make bc survivor or whatever we can make how? :o
Vamprett
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#3857
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First, you need to create the map to fit the category you want to submit the map into. After that, you can submit them in this subsection of the Forums dedicated to map reviews. You need to choose your category. For example, bootcamp category can be found here.
Papero
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#3858
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Inthebin a dit :
I would not say it could be more "Complex".
It is very straightforward:
>Go to Map Editor
>Load map
>Insert the grounds you need
>Copy map to clipboard
>Open up a word document or something
>Insert <L></L> if you have not done that already.
>Start adding joints
Go back to back checking to make sure Z values are set properly then load your map back in Editor.
Working with strings is a bit fiddly at times but it eventually pays off.
Here is an extremely rigid joint connection I use:
<JP AXIS="0,1" M2="A" M1="B" /><JP AXIS="1,0" M2="B" M1="A" />
A is the first ground and B is the second ground.
When connecting large grounds together I usually have one ground acting as the anchor so for example:
If Ground 5 will be my anchor and I have two other grounds then,
<JP AXIS="0,1" M2="4" M1="5" /><JP AXIS="1,0" M2="5" M1="4" />
<JP AXIS="0,1" M2="3" M1="5" /><JP AXIS="1,0" M2="5" M1="3" />
You will see the B value does not change at all/
This keeps the strings relatively simple and straightforward.

the z values are the issue when mixing two xmls which both have lines and grounds allocated to certain objects.

also has anyone figured out how to make stable portals? I've been having issues since that restitution update that made everything crazily bouncy that was fixed but still I can't get them to work as reliably as they used too...

(I was referring to the portals meant for grounds above @_@' Realised this could get very confusing to read ;^;)
also @_@ can anyone explain how player portals work i reaaaaally can't get those working too ;^:

(i generally have issues with the players sliding off their landing zone instead of stopping there @_@)

ouo help is appreciated.

Dernière modification le 1418545320000
Inthebin
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#3859
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You could try making the ground they land on to 0 restitution.
Even with the standard 0.2 you can still bounce a lot if you hit it hard enough.
But in general, anything with lava is glitchy.
Hence those shortcuts in Bootcamp.
http://pastebin.com/FABrfCBg
If you change the Restitution of the 100p wood ground to 0.2 or 9999, it will not work as much compared to 0 Restitution.

Dernière modification le 1418576460000
Richardoom
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#3860
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Hello everyone. I'm working on making a tribe house / christmas themed map! I have a really nice concept that I'd like to implant. I'm using a defilante scroll for the extra width and height but whenever I go to add a BG, its horribly stretched and just doesn't look aesthetically pleasing. Is there any way to fix this so it remains the way it is by default? I'd like for it to just look the way it is in the preview and not stretch out to 'fit' the size of my map.
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