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Map Editor Q&A
Hallucination
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#4221
  0
What's the website to view our new maps that haven't updated to cfm yet?
Mufasa
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#4222
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Broncosfan a dit :
What's the website to view our new maps that haven't updated to cfm yet?

http://api.micetigri.fr/player/Broncosfan

There you go.
Hallucination
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#4223
  0
Thanks ^^
Hpocks
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#4224
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Inthebin a dit :
Booster ground tutorial (The one that works).
Also, Invalid Friction and Invalid Restitution are unstable even if you just have mice collision.

Used that, but I dont know how to find the "static value" of an object.

killerlux a dit :
4. Each tag has to have M1="Z value of the treadmill ground" and M2="Z value of a static ground on the map".

Halp D:
Mousechris
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#4225
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hpocks a dit :
Inthebin a dit :
Booster ground tutorial (The one that works).
Also, Invalid Friction and Invalid Restitution are unstable even if you just have mice collision.

Used that, but I dont know how to find the "static value" of an object.

killerlux a dit :
4. Each tag has to have M1="Z value of the treadmill ground" and M2="Z value of a static ground on the map".

Halp D:

I really wouldn't recommend using XML unless you're doing something really complicated like a vertical booster ground. Look at this

<C><P /><Z><S><S H="73" P="0,0,0,....,0,0,0,0" L="459" X="507" Y="384" T="0" /><S H="135" P="0,0,0,....,0,0,0,0" L="81" X="695" Y="341" T="0" /><S H="80" P="1,999999,999,....,0,1,0,0" L="315" X="469" Y="316" T="0" /><S H="70" P="1,999999,0,20,40,1,0,0" L="69" X="285" Y="214" T="3" /><S H="22" P="0,0,0.3,0.2,0,0,0,0" L="63" X="411" Y="198" T="0" /></S><D><DS Y="169" X="409" /></D><O /></Z></C>


Just make the lower and right ground have .... restitution, as well as the booster ground, booster ground should have a lot of mass and launch it with a lava ground that also has lots of mass.

If there's ever a situation where you don't have to do XML coding, then don't, because in this case, all it used was 2 extra grounds.

Now I'm not saying you shouldn't learn XML coding, but you should make things as easy for yourself as possible, which means avoid XML coding when you can.

Anyway increase the friction to increase the booster grounds effectiveness.
Hpocks
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#4226
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Ayy lmao I figured it out on my own because static was actually just what a non-dunamic ground was. I knew everything else from there!

Thanks anyways
Mousechris
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#4227
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hpocks a dit :
Ayy lmao I figured it out on my own because static was actually just what a non-dunamic ground was. I knew everything else from there!

Thanks anyways

yw, you might also hear people use Stagnant to refer to a non dynamic ground. Glad you figured it out :)
Hpocks
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#4228
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Just wondering... why do I need to name the Z of the ground I want to be invalid friction'd and the coord of some other static ground?

And also, how do I get different types of wonky invalid friction/resitution? (like ykr)

Dernière modification le 1440272880000
Haruhitastic
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#4229
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Mousechris a dit :
yw, you might also hear people use Stagnant to refer to a non dynamic ground. Glad you figured it out :)

I think the term you wanted is static? lol.
Mousechris
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#4230
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Haruhitastic a dit :
Mousechris a dit :
yw, you might also hear people use Stagnant to refer to a non dynamic ground. Glad you figured it out :)

I think the term you wanted is static? lol.

No I'm saying some people say static, others may say stagnant, they both refer to the same kind of ground.


hpocks a dit :
Just wondering... why do I need to name the Z of the ground I want to be invalid friction'd and the coord of some other static ground?

And also, how do I get different types of wonky invalid friction/resitution? (like ykr)

I really don't get your question, and could you be specific, which maps from Ykr
Hpocks
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#4231
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[quote=Mousechris
hpocks a dit :
Just wondering... why do I need to name the Z of the ground I want to be invalid friction'd and the coord of some other static ground?

And also, how do I get different types of wonky invalid friction/resitution? (like ykr)

I really don't get your question, and could you be specific, which maps from Ykr[/quote]

Basically any type of thing that isnt a basic treadmill shown in this tutorial... do I play around with variables or am I looking at something totally different?
Blaineydays
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#4232
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How do you make it snow in a map?
Mousechris
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#4233
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@Hpocks, honestly I can barely understand what you're asking, sorry. However you should message Killerlux about it since he made the thread, I'm sure he'll at least have an idea as to what you're talking about.

blaineydays a dit :
How do you make it snow in a map?

type /neige in your tribe house
Blaineydays
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#4234
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I mean like.. snowing in the map itself
Mousechris
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#4235
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blaineydays a dit :
I mean like.. snowing in the map itself

Oh, well there isn't really a "way" to do that, just basically make some line art of a bunch of dots and then make a mech that falls down and jumps back up again, that'll look like snow in a way.

like this

<C><P /><Z><S><S H="41" P="1,999999,0.3,0.2,0,1,0,0" L="68" X="44" Y="300" T="0" /><S H="71" P="0,0,0.3,0.2,0,0,0,0" L="827" X="398" Y="403" T="0" /><S H="38" P="0,0,0.3,0.2,0,0,0,0" L="89" X="39" Y="258" T="0" /><S H="42" P="0,0,0.3,9999,0,0,0,0" L="93" X="48" Y="384" T="3" /></S><D /><O /><L><VL l="-1" n="Layer1" /><JD c="ffffff,2,1,0" P2="204,115" P1="204,114" /><JD c="ffffff,2,1,0" P2="334,125" P1="334,124" /><JD c="ffffff,2,1,0" P2="471,122" P1="471,121" /><JD c="ffffff,2,1,0" P2="543,96" P1="543,95" /><JD c="ffffff,2,1,0" P2="604,93" P1="604,92" /><JD c="ffffff,2,1,0" P2="578,188" P1="578,187" /><JD c="ffffff,2,1,0" P2="408,191" P1="408,190" /><JD c="ffffff,2,1,0" P2="405,103" P1="405,102" /><JD c="ffffff,2,1,0" P2="286,218" P1="286,217" /><JD c="ffffff,2,1,0" P2="264,164" P1="264,163" /><JD c="ffffff,2,1,0" P2="475,157" P1="475,156" /><JD c="ffffff,2,1,0" P2="634,163" P1="634,162" /><JD c="ffffff,2,1,0" P2="711,124" P1="711,123" /><JD c="ffffff,2,1,0" P2="707,210" P1="707,209" /><JD c="ffffff,2,1,0" P2="617,233" P1="617,232" /><JD c="ffffff,2,1,0" P2="460,273" P1="460,272" /><JD c="ffffff,2,1,0" P2="477,199" P1="477,198" /><JD c="ffffff,2,1,0" P2="553,291" P1="553,290" /><JD c="ffffff,2,1,0" P2="616,286" P1="616,285" /><JD c="ffffff,2,1,0" P2="668,273" P1="668,272" /><JD c="ffffff,2,1,0" P2="625,362" P1="625,361" /><JD c="ffffff,2,1,0" P2="658,365" P1="658,364" /><JD c="ffffff,2,1,0" P2="563,338" P1="563,337" /><JD c="ffffff,2,1,0" P2="397,381" P1="397,380" /><JD c="ffffff,2,1,0" P2="483,337" P1="483,336" /><JD c="ffffff,2,1,0" P2="308,294" P1="308,293" /><JD c="ffffff,2,1,0" P2="366,277" P1="366,276" /><JD c="ffffff,2,1,0" P2="325,350" P1="324,350" /><JD c="ffffff,2,1,0" P2="219,328" P1="219,327" /><JD c="ffffff,2,1,0" P2="210,265" P1="210,264" /><JD c="ffffff,2,1,0" P2="96,317" P1="96,316" /><JD c="ffffff,2,1,0" P2="160,260" P1="160,259" /><JD c="ffffff,2,1,0" P2="146,333" P1="146,332" /><JD c="ffffff,2,1,0" P2="33,343" P1="33,342" /><JD c="ffffff,2,1,0" P2="15,256" P1="15,255" /><JD c="ffffff,2,1,0" P2="107,252" P1="107,251" /><JD c="ffffff,2,1,0" P2="156,205" P1="156,204" /><JD c="ffffff,2,1,0" P2="221,213" P1="221,212" /><JD c="ffffff,2,1,0" P2="158,134" P1="158,133" /><JD c="ffffff,2,1,0" P2="97,162" P1="97,161" /><JD c="ffffff,2,1,0" P2="27,141" P1="27,140" /><JD c="ffffff,2,1,0" P2="38,65" P1="38,64" /><JD c="ffffff,2,1,0" P2="90,108" P1="90,107" /><JD c="ffffff,2,1,0" P2="132,83" P1="132,82" /><JD c="ffffff,2,1,0" P2="193,57" P1="193,56" /><JD c="ffffff,2,1,0" P2="256,71" P1="256,70" /><JD c="ffffff,2,1,0" P2="351,60" P1="351,59" /><JD c="ffffff,2,1,0" P2="443,52" P1="443,51" /><JD c="ffffff,2,1,0" P2="536,41" P1="536,40" /><JD c="ffffff,2,1,0" P2="598,41" P1="598,40" /><JD c="ffffff,2,1,0" P2="715,66" P1="715,65" /><JD c="ffffff,2,1,0" P2="771,47" P1="771,46" /><JD c="ffffff,2,1,0" P2="763,156" P1="763,155" /><JD c="ffffff,2,1,0" P2="757,273" P1="757,272" /><JD c="ffffff,2,1,0" P2="747,342" P1="747,341" /><JD c="ffffff,2,1,0" P2="765,-10" P1="765,-11" /><JD c="ffffff,2,1,0" P2="691,-34" P1="691,-35" /><JD c="ffffff,2,1,0" P2="614,-20" P1="614,-21" /><JD c="ffffff,2,1,0" P2="692,16" P1="692,15" /><JD c="ffffff,2,1,0" P2="505,-15" P1="505,-16" /><JD c="ffffff,2,1,0" P2="417,-29" P1="417,-30" /><JD c="ffffff,2,1,0" P2="300,-35" P1="300,-36" /><JD c="ffffff,2,1,0" P2="324,2" P1="324,1" /><JD c="ffffff,2,1,0" P2="179,-27" P1="179,-28" /><JD c="ffffff,2,1,0" P2="78,-11" P1="78,-12" /><L /></L></Z></C>


I made that in about 2 minutes, give it time and you can make it look very clean, and beautiful
Blaineydays
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#4236
  0
Thanks
Momopots
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#4237
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This question may have been answered but
How do I make a scroll map with a Virpin Art imported there?
Also sorry if this question is answered ^^
Mousechris
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#4238
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Momopots a dit :
This question may have been answered but
How do I make a scroll map with a Virpin Art imported there?
Also sorry if this question is answered ^^

Ok look, this is a normal XML

Normal XML
<C><P /><Z><S /><D /><O /></Z></C>


Copy your XML with the line art in it, and in between "<P />" I want you to be L="Length" or H="Height"

Example
<C><P L="850" H="450" /><Z><S /><D /><O /></Z></C>


Do that and the old XML will stay just find, you're only added onto your current XML.
Datslk
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#4239
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A question towards mechanism/art, but if i wanted to make a cloud or a floating island on my map gently sway back and forth, how would i do that?
Thanks an advance

Dernière modification le 1440371340000
Mousechris
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#4240
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Datslk a dit :
A question towards mechanism/art, but if i wanted to make a cloud or a floating island on my map gently sway back and forth, how would i do that?
Thanks an advance

Something like this?

<C><P /><Z><S><S P="0,0,0,0,0,0,0,0" L="415" H="10" X="367" Y="215" T="1" /><S P="0,0,0,1,0,0,0,0" L="22" H="45" X="169" Y="199" T="2" /><S P="0,0,0,1,0,0,0,0" L="22" H="45" X="570" Y="200" T="2" /><S P="0,0,,,,0,0,0" L="385" H="32" X="369" Y="196" T="9" /><S P="1,999999,0,0,0,1,0,0" L="168" H="32" X="302" Y="187" T="0" /><S P="1,22222,0,20,45,1,0,0" L="30" H="30" X="207" Y="125" T="3" /><S P="0,0,0.3,0.2,0,0,0,0" L="385" H="188" X="384" Y="476" T="0" /></S><D><T Y="384" X="371" /></D><O /><L><VL l="4" n="Layer1" /><JD c="d9d9d9,23,1,0" P2="262,277" M1="4" M2="4" P1="262,276" /><JD c="d9d9d9,42,1,0" P2="283,292" M1="4" M2="4" P1="283,291" /><JD c="d9d9d9,42,1,0" P2="286,269" M1="4" M2="4" P1="286,268" /><JD c="ebebeb,56,1,0" P2="299,287" M1="4" M2="4" P1="299,286" /><JD c="ebebeb,56,1,0" P2="382,279" M1="4" M2="4" P1="360,280" /><JD c="cccccc,47,1,0" P2="363,295" M1="4" M2="4" P1="320,301" /><JD c="cccccc,47,1,0" P2="328,267" M1="4" M2="4" P1="319,267" /><JD c="e8e8e8,27,1,0" P2="376,260" M1="4" M2="4" P1="376,259" /><JD c="e8e8e8,27,1,0" P2="355,261" M1="4" M2="4" P1="355,260" /><JD c="e8e8e8,27,1,0" P2="406,273" M1="4" M2="4" P1="388,256" /><JD c="e8e8e8,27,1,0" P2="406,276" M1="4" M2="4" P1="314,283" /><JD c="e8e8e8,27,1,0" P2="370,290" M1="4" M2="4" P1="331,293" /><L /></L></Z></C>


I use this mech whenever I want to make an art that goes back and forth look very free flowing, like it's carried by the wind, the water adds a little bit of a bob to the movement so it doesn't look like just a straight up mech, it gives a nice animation.
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