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ixe:mapmaking:editor:controls [2024/12/07 18:43] – SPRITE details. Fireswamp | ixe:mapmaking:editor:controls [2025/02/14 14:57] (current) – external edit 127.0.0.1 | ||
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* PHYSICS GRAVITY controls the gravity of physics objects in the level. | * PHYSICS GRAVITY controls the gravity of physics objects in the level. | ||
* SAND GRAVITY controls how fast sands will fall. | * SAND GRAVITY controls how fast sands will fall. | ||
- | * SAND SUPPORT MIN controls the minimum number of tiles needed to prevent | + | * SAND SUPPORT MIN controls the minimum number of tiles needed to prevent |
===== C/AC Breeder Type ===== | ===== C/AC Breeder Type ===== | ||
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AMT controls the amount of creeper to remove (in case of Absorber) or spawn (in case of others) per game frame (a second is 30 frames). MAX will not add more creeper if the amount on top already exceeds this maximum. ON/OFF declare the duty cycle of the action, for example by default breeder is enabled for 45 frames then disabled for 90 frames and repeat. | AMT controls the amount of creeper to remove (in case of Absorber) or spawn (in case of others) per game frame (a second is 30 frames). MAX will not add more creeper if the amount on top already exceeds this maximum. ON/OFF declare the duty cycle of the action, for example by default breeder is enabled for 45 frames then disabled for 90 frames and repeat. | ||
+ | |||
+ | ===== Control Buttons ===== | ||
+ | * FOG OF WAR gives the level a fog of war. A unit with the JSON property " | ||
+ | * SAND INTERACTIONS PANEL enables or disables the Interactions element of the top right UI panel. | ||
+ | * TERRAFORMING ENABLED enables or disables the players ability to give terraforming orders, including placing shields. | ||
+ | * SHIELDS ENABLED enables or disables the players ability to give terraforming orders to make shields. | ||
+ | |||
+ | ===== Objectives ===== | ||
+ | **The MISSION REQUIREMENTS section sets what objectives are required for the map to be completed.** All assigned objectives must be completed for the map to trigger a victory. | ||
+ | |||
+ | Most objectives require certain units to be removed from the level (IXE cores, items, etc.). Mapmakers are allowed to override defaults and configure various units to be needed to complete certain objectives. For example, a Survival Pod has a Objective Type of 3, that means it must be removed (through collection, for example), and if no units with this objective type remain present in the level, the Items Collected objective is completed. A mapmaker could for example give an [[ixe: | ||
+ | |||
+ | ^ Objective | ||
+ | | IXE CORES DESTROYED | ||
+ | | INHIBITORS DESTROYED | ||
+ | | ITEMS COLLECTED | ||
+ | | EMITTERS DESTROYED | ||
+ | | CREEPER ELIMINATED | ||
+ | | SPECIALS DESTROYED | ||
+ | | SCRIPT MISSION COMPLETE | <color # | ||
+ | |||
+ | Objective type of a unit can be altered by changing the unit settings. Select the unit in the editor, press the cog icon in the UI panel: \\ | ||
+ | {{ mapeditor_guide_unitsettings.png }} | ||
+ | And then change the objective_type parameter: \\ | ||
+ | {{ mapeditor_guide_unitsettings2.png }} | ||
+ | |||
+ | ==== How Mission Objectives Trigger a Victory ==== | ||
+ | For a map to be completed, all required objectives need to be fulfilled and at least one needs to be achieved. | ||
+ | |||
+ | The IRPL call AwardMissionComplete overrides all of this and grants the mission victory regardless of mission settings. |