Spoiler
- Only edit scenes in the "scene edit" gamemode, or you will screw up your map (cannons, walls, windows etc etc)
- Testing of map settings and what not should be in any other gamemode. ( But dont save your map in this gamemode then! )
- Never place bushes as scene props! use the "flora" plant types. This saves performance.
- Place trees as scene prop; In the future we will have destructible trees which will need them placed as scene props.
- To place walls more easily;
To make objects have the same direction; first rotate one, then store its direction (press leftShift+R),
Then select other objects and load stored direction(press R).
- Don't use the scene edit mode while testing the map, it ****s up the lightning effects and whatnot.
- Don't invert destructible objects
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Prop settings
# Weather scene props
mm_weather_time # var1 = time of day 0-23; Default = 15 (hours)
mm_weather_rain # var1 = rain type; 1 = rain 2 = snow, var2 = rain amount 0-25
mm_weather_clouds # var1 = cloud amount 0-100; Default = 30
mm_weather_fog # var1 = fog distance in meters * 10 where fog completely blocks visibility. 1-127; 0 = default (no fog)
mm_weather_thunder # var1 = thunder type: 0 = none 1 = thunder only 2 = thunder & lighting,
# var2 = thunder frequency 0-100 ; the higher value the more thunder
mm_weather_wind # var1 = flora_wind_strength in % 0-100; Default = 14
# var2 = water_wind_strength in % 0-100; Default = 14
# Door settings;
Var1 = Team ownership and Open/close rotation reversed; IMPORTANT; This is a special case.
You can enter two numbers, the first number will be the Open/close reversed., second will be team ownership.
examples:
10 = (reversed rotation, any team can open)
11 = (reversed rotation, owned by team 1)
12 = (reversed rotation, owned by team 2)
1 = (no reversed rotation, owned by team 1)
2 = (no reversed rotation, owned by team 2)
0 = (no reversed rotation, any team can open)
var2 = linkage with wall; choose a identity between 1 and 127, any walls with that same identity will delete this door when reaching critical prop destruction.
# Wall settings
var1 = window spawn setting;
1= Rich type glass
2 = Broken normal type glass
3 = Broken rich type glass
4 = Don't spawn any window,
All else normal glass type is spawned.
var2 = linkage with cannon; choose a identity between 1 and 127, any cannons with that same identity will be deleted when reaching critical prop destruction.
# cannon settings.
var1 = rotation limit 1-127 degrees in each direction. 45 means it can rotate 45 degrees in each direction.
var2 = linkage with wall; choose a identity between 1 and 127, any walls with that same identity will delete this cannon when reaching critical prop destruction.
spr_mm_spawn_with_cannon # If added to the map artillery sergeants spawn with the cannon. and rocketeer troops spawn with rocket placement. unless var 1 is set;
var1 = spawn limitation;
1= Spawn with cannons only
2 = Spawn with rockets only
spr_mm_spawn_restrictions # If added to the map and set the Var1 correctly you can restrict the players to only spawn as either infantry to Cavalry.
var1 = spawn restriction;
1 = Infantry only
2 = cav only.
spr_mm_ship # controllable boat
var1 = Enabling boat to be controllable
1 = Enable controlling
mm_disable_explosives # If this prop is in the map, the sappers cannot place explosives.
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Siege Setup:
Defender Flag = Entry point 66
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Conquest Setup:
Make sure to place the correct entry points in the correct game mode.
Entery Points - Place the entry points near the flag you would like the team to spawn.
Entry point 64 = Team 1 flag
Entry point 65 = Team 2 flag
Scene Prop - Flag scene props for either team to cap.
headquarters_flag_red" - Team 1 Flag
headquarters_flag_blue" - Team 2 Flag
headquarters_flag_gray" - Neutral Flag
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All Outer Terrains:
outer_terrain_plain
outer_terrain_steppe
outer_terrain_snow
outer_terrain_desert
outer_terrain_beach
outer_terrain_desert_b
outer_terrain_town_thir_1
outer_terrain_plain_1
sea_outer_terrain_1
outer_terrain_castle_9
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Scene Codes:
0x0000000330004563000d23480000074800005c49000021c5 -biggest map size possible. flat plains, without plants,without river.
0x000000033999062e800d234800004cca80004479000003da -biggest map size, flat plains, with plants, random. river.
0x000000034c59062e800d23480000067f80004cb1000003da -biggest map size, flat snow, with plants(forest), random. river.
0x0000000346d9062e400d234800006bc080004cb1000003da -biggest map size, flat snow, with plants
0x000000034c79062e400d234800006bc080004cb1000003da -biggest map size, flat snow, with plants(forest)
0x00000003cc79062e000d234800006bc000004cb1000003da
0x000000033c79062e400d234800006bc080004cb1000003da -biggest map size, flat plains, with plants(forest)
0x000000033c79062ec00d234800006bc080004cb1000003da -biggest map size, flat plains, with plants(forest), river
0x000000035c79062e000d234800006bc000004cb1000003da -biggest map size possible, desert, without plants,without river.
0x000000032c79062e000d234800006bc000004cb1000003da -biggest map size, flat steppe, with plants(forest)
0x000000032739062e800d234800006bc000004cb1000003da -biggest map size, flat steppe, with plants, river, random
0x0000000020000500000d2348000009e40000452d000004b2 -steppe biggest