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{{ mapeditor_guide_tab3.png|Third tab of the editor}}
{{mapeditor_tab3.png}} Controls
===== Global map settings =====
* LAND TEXTURE controls the texture of the Land sand type.
* BACKDROP controls the image of the background.
* SPRITE specifies an image to be rendered overtop of the background but behind terrain.
* C GRAV controls the global gravity of the creeper and anticreeper. First number points left/right, second number points up/down. The default is 0, -700. If this is changed away from the default, an indicator will appear at the bottom, informing the player of the altered gravity.
* G POINT will place a global point in the level, acting as a center of gravity for all creeper in the map. The first two input boxes control the position coordinates of the point (you can see coordinates under cursor using the UI panel at the bottom), and the third input box controls the strength of this extra gravity pull.
* SPART GRAV controls the gravity of sand particles created by units such as Emitter, AC Ore Emitter. These particles aren't sands themselves, rather they travel until they impact with another sand. So if you set this to [0, 0.05], an Emitter will produce particles that will travel upwards, impact with terrain, then those particles turn into Creeper Maker, which will fall down and produce creeper. Of course, you can make Creeper Maker a GAS type sand, then the emitter will truly emit upwards.
* PHYSICS GRAVITY controls the gravity of physics objects in the level.
* SAND GRAVITY controls how fast sands will fall.
* SAND SUPPORT MIN controls the minimum number of tiles needed to prevent sands with the rock type from decaying to sand. The input number is the minimum number of tiles in a 3x3 area around the tile to maintain terrain, excluding the tile itself. So, when set to 1, it needs at least 1 adjacent tile or it will turn to sand, when set to 2 it needs two of the surrounding 9 tiles, etc. Terrain needs at least 1 adjacent air block to decay to sand, so any number above 8 is just treated as 9.
===== C/AC Breeder Type =====
The buttons that follow control the strength of various Breeder Type settings of sands. In the Fourth tab (Sand definitions), sands have a parameter called "C/AC Breeder Type". The strength of these special properties is altered here.
* First three buttons control [Creeper/Anticreeper breeder], [Creeper breeder] or [Anticreeper breeder]. Breeder will produce creeper on top of itself, if the matching creeper type exists on top of it.
* Fourth button [ABS] controls the Absorber setting. Absorber is commonly known from the Creeper Eater Liquid. AMT controls how much creeper to remove from underneath the sand every frame. You can toggle whether absorber should ignore creeper or anticreeper, or neither.
* Fifth and sixth buttons control Creeper and AC makers. These sands simply produce creeper as long as they exist.
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 "fowrange" will illuminate an area of approximately that range around itself, blocked by certain terrain types.
* 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. Note that this does not prevent lathes from acting on terraforming orders that are already on the map.
* SHIELDS ENABLED enables or disables the players ability to give terraforming orders to make shields. Note that this does not prevent lathes from acting on terraform shield orders that are already on the map.
===== 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:features:units:upgrade_gem|Upgrade Gem]] the same objective type, and now they will also be required for this objective. An Objective Type of 0 will deassign this unit from any objective.
^ Objective ^ How it works ^ Technical explanation ^
| IXE CORES DESTROYED | The player must destroy all [[ixe:features:units:ixe_core|IXE Cores]]. A destruction of IXE Core means either the IXE Core is killed in a level (possible with some destructive sands), or when all remaining IXE Cores are charged, they will all self destruct. If no IXE Cores were ever present in the level, this objective cannot be completed and the map cannot be won if this objective is enabled. | All units with objective type 1 must be removed from the level for this objective to be cleared. |
| INHIBITORS DESTROYED | This objective is cleared when a [[ixe:features:units:rift_inhibitor|Rift Inhibitor]] is destroyed. A Rift Inhibitor will also immediately charge (and therefore destroy) all IXE Cores in the level, clearing that objective as well. | All units with objective type 2 must be removed from the level for this objective to be cleared. |
| ITEMS COLLECTED | All special items in the level must be collected to win. By default, these are [[ixe:features:units:info_cache|Info Cache]], [[ixe:features:units:tech_module|Tech Module]] and [[ixe:features:units:hibernation_pod|Hibernation Pod]] | All units with objective type 3 must be removed from the level for this objective to be cleared. |
| EMITTERS DESTROYED | All enemy emitters must be destroyed to win. This includes most enemy units but not all of them. | All units with objective type 4 must be removed from the level for this objective to be cleared. |
| CREEPER ELIMINATED | All enemy creeper must be cleared from the level. | |
| SPECIALS DESTROYED | Not achievable with default units; this objective can be used to specify a target unit that must be eliminated to win. | All units with objective type 6 must be removed from the level for this objective to be cleared. |
| SCRIPT MISSION COMPLETE | information needed | information needed |
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. Suppose that you have the default objective settings of IXE Cores Destroyed, Inhibitors Destroyed and Items Collected. You would win if and when you destroy the IXE Cores, destroy the Inhibitors and collect all the Items. However, if none of these objects exist on the map, you cannot achieve any of the objectives and (barring interference by IRPL) you cannot win.
The IRPL call AwardMissionComplete overrides all of this and grants the mission victory regardless of mission settings.