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Replacement for Rype's glitch
Typenick
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#1
  2
There are 4 new tags in this update, pretty neat stuff.

Here is some crude explaination:

All those new tags should be placed inside L tag.

----------
a dit :
<JP M1="first ground" M2="second ground" MV="force,speed" AXIS="horizontal,vertical" />

fixes distance between 2 grounds horizontally or vertically based on AXIS values (either 0 or 1)
also, if MV values are non zero it pulls grounds toward each other
example:
a dit :
<C><P /><Z><S>
<S X="100" H="50" Y="100" T="6" P="1,0,0.3,0.2,0,0,0,0" L="50" />
<S X="150" H="50" Y="200" T="6" P="1,0,0.3,0.2,0,0,0,0" L="50" />
<S X="400" H="50" Y="100" T="6" P="1,0,0.3,0.2,0,0,0,0" L="50" />
<S X="400" H="50" Y="200" T="6" P="1,0,0.3,0.2,0,0,0,0" L="50" />
<S X="600" H="50" Y="300" T="6" P="1,0,0.3,0.2,0,0,0,0" L="50" />
<S X="700" H="50" Y="300" T="6" P="1,0,0.3,0.2,0,0,0,0" L="50" />
<S X="400" Y="400" T="0" H="50" P="0,0,0.3,0.2,0,0,0,0" L="800" />
</S><D /><O />
<L>
<JP M1="0" M2="1" MV="0,0" AXIS="0,1" />
<JP M1="2" M2="3" MV="0,0" AXIS="1,0" />
<JP M1="4" M2="5" MV="10000,1" AXIS="1,0" />
</L></Z></C>

----------
a dit :
<JR M1="first ground" M2="second ground" MV="rotation force,rotation speed" />

fixes distance between grounds and makes 2nd one rotate
example:
a dit :
<C><P /><Z><S>
<S X="400" H="50" Y="100" T="6" P="1,0,0.3,0.2,0,0,0,0" L="50" />
<S X="400" H="50" Y="200" T="6" P="1,0,0.3,0.2,0,0,0,0" L="50" />
<S X="400" Y="400" T="0" H="50" P="0,0,0.3,0.2,0,0,0,0" L="800" />
</S><D /><O />
<L>
<JR M1="0" M2="1" MV="10000,1" />
</L></Z></C>

----------
a dit :
<JPL M1="first ground" M2="second ground" P1="x,y" P2="x,y" P3="x,y" P4="x,y" />

creates scale with 2 grounds on it, P1 and P2 are points where grounds are anchored, P3 and P4 are 2 top points which hold the whole thing
example:
a dit :
<C><P /><Z><S>
<S X="300" H="50" Y="200" T="6" P="1,100,0.3,0.2,0,0,0,0" L="50" />
<S X="500" H="50" Y="200" T="6" P="1,10,0.3,0.2,0,0,0,0" L="50" />
<S X="400" Y="400" T="0" H="50" P="0,0,0.3,0.2,0,0,0,0" L="800" />
</S><D /><O />
<L>
<JPL M1="0" M2="1" P1="300,200" P2="500,200" P3="300,50" P4="500,50" />
</L></Z></C>

----------
a dit :
<JD M1="first ground" M2="second ground" AMP="amplitude?" HZ="frequency?" />

fixes distance between 2 grounds, AMP and HZ values seem to affect how strong the bond is
example:
a dit :
<C><P /><Z><S>
<S X="400" H="50" Y="100" T="6" P="1,100,0.3,0.2,0,0,0,0" L="50" />
<S X="400" H="50" Y="250" T="6" P="1,10,0.3,0.2,0,0,0,0" L="50" />
<S X="400" Y="400" T="0" H="50" P="0,0,0.3,0.2,0,0,0,0" L="800" />
<S X="400" Y="150" T="0" H="10" P="0,0,0.3,0.2,0,0,0,0" L="100" />
</S><D /><O />
<L>
<JD M1="0" M2="1" AMP="0.5" HZ="5" />
</L></Z></C>

----------

M1 (and M2) values find grounds by their Z order.

Moreover, you can also make 2 spawns for mice now:
a dit :
<P DS="m;x1,y1,x2,y2" />

x1, y1 are coords for first spawn, x2, y2 for second
full example:
a dit :
<C><P DS="m;100,100,300,100" /><Z><S><S X="400" Y="400" T="0" H="50" P="0,0,0.3,0.2,0,0,0,0" L="800" /></S><D /><O /><L></L></Z></C>

I'm not sure if you can make more than 2, I didn't have enough test subjects ( ;) ) to tell.
Eistter
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#2
  0
All tags?
Elvis
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#3
  0
This is just no.
It may be good for experienced - and I MEAN experienced map makers. Even I do not understand mv and mp and all that crap, rypes glitch was simple rotation without the need of scripting. I do not want to be scripting for every ground I want to be rotated or moving or whatever.
If rype's glitch does not come back then I am never even trying to make a mechanical map ever again.
also does anyone know what debug goes? ;;
Eistter
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#4
  0
Elvismousee a dit :
This is just no.
It may be good for experienced - and I MEAN experienced map makers. Even I do not understand mv and mp and all that crap, rypes glitch was simple rotation without the need of scripting. I do not want to be scripting for every ground I want to be rotated or moving or whatever.
If rype's glitch does not come back then I am never even trying to make a mechanical map ever again.
also does anyone know what debug goes? ;;

I think someone will create a script editor ...
Impuredeath
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#5
  0
Part 1:
Linking grounds (Rype Glitch Replacement) v1.58
New - Transformice MapEditor Tutorial Episode 1: Linking grounds (Rype Glitch Replacement) v1.58

I guess I do it on a bit easier way then you.
Typenick
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#6
  0
Haha, sure.
I simply wanted to explain how exactly those tags work, you know, getting to the core of the concept.
And your vids show how they actually make certain mechs much more simple - moving platforms for example.
Fluffyshine
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#7
  0
Eistter a dit :
I think someone will create a script editor ...

This is REALLY possible.


Mmmm.... try it >

<C><P F="1" DS="m;400,340,400,340" /><Z><S><S X="400" H="50" Y="375" T="6" P="0,0,0.30,0,0,0,0,0" L="800" /><S X="550" H="300" Y="200" T="0" P="1,0,0.30,0,0,1,0,0" L="20" /><S X="180" H="20" Y="300" T="0" P="1,0,0.30,0,0,1,0,0" L="100" /></S><D /><O /><L><JPL P3="100,0" M2="2" P1="100,250" P4="180,0" M1="1" /><JPL P2="550,100" M2="2" R="0.5" P4="500,70" M1="2" /><JP M2="2" M1="0" AXIS="10" /></L></Z></C>
Typenick
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#8
  0
Poombumm a dit :
<JP M2="2" M1="0" AXIS="10" /></L></Z></C>

You missed a comma here. AXIS="0,1" works fine for me.
Fluffyshine
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#9
  0
Typenick a dit :
You missed a comma here. AXIS="0,1" works fine for me.

I'm creating/finding a new way to send an object to 0,0.
Martinbless
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#10
  0
You are trying to make a glitch out of something newly invented? Nice!
Fluffyshine
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#11
  0
Martinbless a dit :
You are trying to make a glitch out of something newly invented? Nice!

hehehehehehe

<C><P F="1" DS="m;200,140,200,140" /><Z><S><S H="50" X="400" Y="375" T="6" P="0,0,0.30,0,0,0,0,0" L="800" /><S X="400" H="240" Y="120" T="0" P="1,999999,0.30,0,0,1,30,0" c="1" L="20" /><S X="400" H="20" Y="200" T="0" P="1,0,0.30,0,0,1,30,0" c="3" L="100" /><S X="400" H="140" Y="280" T="6" P="0,0,0.30,0,0,0,0,0" c="1" L="800" /><S X="400" H="400" Y="-200" T="12" o="6a7495" P="0,0,0,0,0,0,0,0" c="4" L="800" /></S><D><F Y="200" X="580" /><T Y="210" X="220" /></D><O /><L><JPL P3="100,0" M2="2" P1="100,250" P4="200,0" M1="1" /><JP M2="2" M1="0" AXIS="0,5" /></L></Z></C>

Thx Billy ^^, he helped me alot.
Necroseer
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#12
  0
Elvismousee a dit :
This is just no.
It may be good for experienced - and I MEAN experienced map makers. Even I do not understand mv and mp and all that crap, rypes glitch was simple rotation without the need of scripting. I do not want to be scripting for every ground I want to be rotated or moving or whatever.
If rype's glitch does not come back then I am never even trying to make a mechanical map ever again.
also does anyone know what debug goes? ;;

A lot of simple rype-glitch maps can be fixed by using non-collision rectangle grounds. Complicated mechs can be fixed with this glitch, and those complicated mechs are only going to be made by experienced map makers anyway.
Martinbless
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#13
  0
I dont understand, what bout those with backgrounds, wont it ruin the look?
Fluffyshine
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#14
  0
Necroseer a dit :
A lot of simple rype-glitch maps can be fixed by using non-collision rectangle grounds. Complicated mechs can be fixed with this glitch, and those complicated mechs are only going to be made by experienced map makers anyway.

That's why I want Rype's glitch and Invalid Friction back.
Necroseer
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#15
  0
Most p7 mechs don't have backgrounds. Half of all P6 maps don't have backgrounds. And it's not like backgrounds are that important anyway. If backgrounds are really a priority for people, they can use this glitch.
Fluffyshine
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#16
  0
Necroseer a dit :
Most p7 mechs don't have backgrounds. Half of all P6 maps don't have backgrounds. And it's not like backgrounds are that important anyway.

@3141592 My ex-P7 isn't working cause' Tig just broke the Invalid thingy.
Martinbless
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#17
  0
What I thought bout is the P5`s
Mrloll
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#18
  0
Really, it's good at some points, horrible at other points..

There are ~32,281 P1 maps at moment, will the MapCrew look all this maps and remove the buggy ones?

Mad, Tig is Mad.
Impuredeath
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#19
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Mrloll a dit :
Really, it's good at some points, horrible at other points..

There are ~32,281 P1 maps at moment, will the MapCrew look all this maps and remove the buggy ones?

Mad, Tig is Mad.

Not me xD
Lemodile
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#20
  0
Mrloll a dit :
There are ~32,281 P1 maps at moment, will the MapCrew look all this maps and remove the buggy ones?

I'm sure they'll get reported whenever they break in game, so no real need for them to scan everything.
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