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| « Citoyen » 1438405620000
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Inthebin a dit : |
| « Citoyen » 1438437960000
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| do u guys know how to do put as many iteams on a map as you want |
| « Citoyen » 1438450320000
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| If you are talking about shaman items, you can use <P defilante="1,1,1-1" />. This will turn certain items (Balls, Runes, V Anchor, and Motor Anchor) into tokens but you can spawn the rest as much as you want. If you open up the XML, you will find the item tag section, <O><O C="[]" Y="0" P="0" X="0" /></O>. You can copy and paste that as much as you want once you select an item ID (C="[]"). Then you load the XML and move the items where you want them to be. Just because you can spawn items until the map will not load, this will generate quite a bit of lag the further you go away from the 30 item limit. This will also work with grounds, but only 50 will spawn even though it may say something like 70/50 (This will cause a lot of lag too). Dernière modification le 1438450500000 |
| « Citoyen » 1438694340000
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| why isn't timed despawn a thing on shaman objects inserted into the map |
| « Citoyen » 1438706460000
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| How do you make a map longer? Like going this way ------> it wont move when i enter the code Dernière modification le 1438707000000 |
| « Citoyen » 1438706760000
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| Add L="distance" into <P> tag. Eg: <C><P L="1600" /><Z><S /><D /><O /></Z></C> |
| « Citoyen » 1438707060000
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Hybinkunduz a dit : this is harder than i thought ;-; i'll just stick to smaller maps i guess.. Dernière modification le 1438707480000 |
| « Censeur » 1438725360000
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madmaddym a dit : don't, always advance further beyond your comfort zone, because if you do, your new advancement will end up becoming your new comfort zone, and so on. Also this thread might be able to explain it a bit easier. |
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| I'd like to know how to make a ground go up and down (I'm only a beginner with mech). I think if someone give me a tutorial that can explain it, I'd appreciate your help! |
| « Citoyen » 1438794780000
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| To make the ground move up and down, we can use the piston motion found in internal combustion engines. <C><P /><Z><S><S L="800" X="400" H="20" Y="390" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="100" X="400" H="20" Y="370" T="0" P="1,0,0.3,0.2,0,1,0,0" /><S P="1,999999,0.3,0.2,0,0,0,0" L="10" X="400" c="4" Y="200" T="0" H="10" /></S><D /><O /> <L> <JR M1="2" MV="Infinity,0.5" P1="400,100" /> <JD M1="2" M2="1" /> <JP AXIS="0,-1" M1="1" M2="0" /> </L></Z></C> <JR M1="2" MV="Infinity,0.5" P1="400,100" /> This is the rotating part of the piston. M1 refers to any moving ground with no fixed rotation. For extra stability, you can also use maximum mass of 999999. P1 is where the actual rotating part is. The coordinates can be placed farther from M1 by decreasing the Y-AXIS value. MV is where you control strength and speed respectively. Infinity ensures a stable and near immovable ground and 0.5 is the standard motor speed which is relatively slow. M1 will revolve around P1; the farther P1 is from M1, the greater the travel is and therefore the ground will move up and down further. <JD M1="2" M2="1" /> This is the where we want to convert rotational movement into linear movement so the ground can move up and down. M1 is the rotating ground. M2 is the ground that you want to move up and down. M1 is linked to M2 so now we can get our platform moving up and down. <JP AXIS="0,-1" M1="1" M2="0" /> To make sure the ground moves up and down without going to the sides we use a JP tag to isolate the motion to just up and down. M1 is the ground that you want to move up and down. M2 is any solid ground. AXIS is where we control which direction the ground moves in. Since the ground goes up and down, it uses the Y axis. (0,-1) When using this particular mechanism, make sure all the grounds are in the same X-Axis, otherwise the mechanism will not work properly. Therefore, it is possible to make the ground go left and right by changing the position of the grounds so that they all share the same Y axis and spaced the same way as demonstrated. Then you can change the Y-AXIS to the X-AXIS. You can read more about the different joints here. Dernière modification le 1438795020000 |
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| Thank you! It helped me a lot :) |
| « Citoyen » 1438916460000
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| how to make a LUA module? Dernière modification le 1438916760000 |
| « Citoyen » 1438942140000
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| How to make invisible the water? |
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viamarriane a dit : <C><P /><Z><S><S X="391" Y="426" T="0" H="131" P="0,0,0.3,0.2,0,0,0,0" L="783" /><S X="483" Y="247" T="9" H="151" m="" P="0,0,,,,0,0,0" L="287" /></S><D /><O /></Z></C> Use m="" behind the properties of a specific ground to make it invisible. |
| « Citoyen » 1439239080000
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| How to create triangular grounds? (Like in @3081512 or vanilla map 19) |
| « Citoyen » 1439240220000
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braunemaus a dit : I made an XML for you. Hope you'll understand this. You can create triangular grounds like this. <C><P /><Z><S><S P="0,0,0.3,0.2,30,0,0,0" L="10" o="324650" X="138" Y="202" T="12" H="150" /><S P="0,0,0.3,0.2,-30,0,0,0" L="10" o="324650" X="219" Y="201" T="12" H="150" /><S P="0,0,0.3,0.2,0,0,0,0" L="165" o="324650" X="179" Y="268" T="12" H="10" /><S P="0,0,0.3,0.2,45,0,0,0" L="12" o="324650" X="179" Y="134" T="12" H="12" /><S P="0,0,0.3,0.2,45,0,0,0" L="100" X="500" c="2" Y="200" T="0" H="100" /><S P="0,0,0.3,0.2,45,0,0,0" L="10" o="324650" X="468" Y="167" T="12" H="100" /><S L="10" o="324650" X="532" H="100" Y="168" T="12" P="0,0,0.3,0.2,-45,0,0,0" /><S P="0,0,0.3,0.2,0,0,0,0" L="125" o="324650" H="10" Y="200" T="12" X="500" /><S L="125" o="324650" H="10" X="700" Y="200" T="12" P="0,0,0.3,0.2,0,0,0,0" /><S L="10" o="324650" X="668" H="100" Y="167" T="12" P="0,0,0.3,0.2,45,0,0,0" /><S P="0,0,0.3,0.2,-45,0,0,0" L="10" o="324650" H="100" Y="168" T="12" X="732" /><S H="100" L="100" X="700" c="2" Y="200" T="0" P="0,0,0.3,0.2,45,0,0,0" /><S L="800" H="80" X="400" Y="380" T="6" P="0,0,0.3,0.2,0,0,0,0" /><S P="0,0,0.3,0.2,0,0,0,0" L="400" o="6a7495" X="600" c="4" Y="250" T="12" H="90" /></S><D><DS Y="113" X="703" /></D><O /></Z></C> |
| « Citoyen » 1439241780000
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Xtrollreyizx a dit : Oh, I see. It's just hiding then. That would explain how @3081512 was done. But how was it done in vanilla map 19? The triangle on this map has a way more acute angle and there is even a background on the map. I don't think that the touchable triangle was created with overlapping grounds since the angle wouldn't be so acute then. |
| « Citoyen » 1439246880000
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| Vanilla maps are made differently than what you can possibly do in Map Editor. They have things like rotated cheese, spawned shaman objects, bridges that break, randomly generated scenery items, etc. |
| « Citoyen » 1439248560000
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braunemaus a dit : Shamousey a dit : Actually you can make that kind of triangle maps via the Viprin's Editor but as Shamo said, we're not able to do that kind of stuff (triangle grounds, rotated cheese etc*) without using any website such as Viprin's Editor, Cjobjects and such. *Example: Map 4
Edit: I see Inthebin has already answered it. :/ Also i'd like to say that you can make triangles with normal grounds, I used 7 grounds to make a triangle but you can make a nice gameplay with them. Just put a ground that doesn't have a collusion with mice and then put 3 grounds that have a collusion to make a triangle. Make the first ground's Z value higher than others, and put 3 colourful new grounds. Make their colour #6A7495 to shape that triangle and that's it. A map with triangles by me: @5993188 They aren't exactly triangles, I was gonna make something different but it's easy to understand how I did them.
Dernière modification le 1439248680000 |
| « Citoyen » 1439327220000
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Inthebin a dit : Shamousey a dit : "Remake" means to create something which appears/behaves the same (like triangular grounds, etc) then since all given editors work with XML-codes? Hybinkunduz a dit : Well, I already guessed that those editors might be quite handy. I will see, how good I will be at imitating non XML-stuff then (... in the next days). Thanks for your answers! |