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cw4:cpack:docs:8a6ac9be-ba98-41ae-8bf3-a61783b84cad [2021/05/12 23:47] – created qople | cw4:cpack:docs:8a6ac9be-ba98-41ae-8bf3-a61783b84cad [2023/08/11 21:28] – Continuing additions for 2.0 release qople | ||
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- | ====== qople - Multimap | + | ====== qople - Multimap ====== |
// | // | ||
- | Multimap is a campaign editor | + | Multimap is a campaign editor |
- | ===== Editor | + | ===== Opening the Layout |
{{: | {{: | ||
- | Multimap operates differently in the editor than it does in a finalized map. Mainly, the level map at the bottom | + | When you first import |
- | To playtest a map, it must be finalized first because | + | Opening the layout editor will add 5 units to the " |
+ | \\ | ||
+ | \\ | ||
+ | \\ | ||
+ | \\ | ||
+ | \\ | ||
+ | \\ | ||
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+ | \\ | ||
- | ===== Tips ===== | + | ===== Multimap Units ===== |
+ | |||
+ | <tabbox Levels> | ||
+ | Each level unit represents one map in your campaign. Clicking on one and either pressing its UI button or pressing < | ||
+ | |||
+ | * TITLE: The name of the level | ||
+ | * DESCRIPTION: | ||
+ | * START_MSG_CHANNEL: | ||
+ | * COMPLETE_MSG_CHANNEL: | ||
+ | * The completion message is shown as a game message (A text box on top of the screen), not an ADA message, to disincentivize excessive ADA message spam. | ||
+ | * COMPLETE_MSG_BUTTON: | ||
+ | * UNIT_UNLOCKS: | ||
+ | <hidden Show unlock formatting details> | ||
+ | * Formatted as " | ||
+ | * TYPE is the [[4rpl: | ||
+ | * If AMT is 0, that unit will be set to locked when unlocks are applied. | ||
+ | * If AMT is positive, that many units will be *added* to the cap (if you have 2 max cannons and the unlock string says " | ||
+ | * If AMT is negative, the unit limit for that unit will be removed. | ||
+ | * For custom units, you must format it as TYPE: | ||
+ | * 0=STRUCT | ||
+ | * 1=WEAPON | ||
+ | * 2=AIR | ||
+ | * 3=SPECIAL | ||
+ | * 4=CUSTOM | ||
+ | </ | ||
+ | * If APPLY_UNLOCKS_ON_LOAD is 1 (the default value), then unit unlocks will be given to the player when they start the level, but removed if they leave without beating it. If this value is 0, unlocks will only be given when the level is completed. | ||
+ | * CUSTOM_COMPLETE_EFFECTS is a way for completing levels to grant custom forms of meta-progression to the player. | ||
+ | <hidden Show completion effect details> | ||
+ | * It should be a string formatted as " | ||
+ | * Will apply the given effects with the given values. | ||
+ | * By base, the only effect is " | ||
+ | * For instance, " | ||
+ | * FOR SCRIPTERS: Adding custom effects is easy, since all that this does is run SendMsg(" | ||
+ | </ | ||
+ | |||
+ | <tabbox Transitions> | ||
+ | Transitions are how you add paths to your campaign, and objectives to your levels. They are placed by dragging them between two levels, instead of placing them down. Once placed, you can click on them and use their unit UI to select objective types and add them to that path. More than one objective can be added to a single transition. Objectives can be reclaim, collect, totems, nullify, time, or custom. All objectives other than time work the same as in vanilla Creeper World 4, and the time objective simply activates after a certain amount of time has passed, if the rift lab has not left the map (similar to a hold objective). | ||
+ | |||
+ | < | ||
+ | <tabbox Modifying Objectives> | ||
+ | Each transition' | ||
+ | |||
+ | * If REQUIRE_ALL is set to 0, the transition will count as complete if any objective added to it is completed. If set to anything else, all objectives in the transition will be required. | ||
+ | * RECLAIM_REQ functions the same as the " | ||
+ | * "The percent of peak creeper that the creeper must fall below to get the reclaim objective. Set to 0 for total creeper elimination." | ||
+ | * RECLAIM_CHARGE is the number of frames (30 frames = 1 second) it takes for the reclaim objective to charge. The default value of 450 frames means 15 seconds. | ||
+ | * COLLECT_NUM, | ||
+ | * 0 means to require all infocaches, totems, or enemies | ||
+ | * A positive number means to collect, activate, or nullify/ | ||
+ | * A negative number means to collect, activate, or nullify/ | ||
+ | * TIME is the number of frames (30 frames = 1 second) since the start of the level for the time objective to complete. The default value of 18000 means 10 minutes. | ||
+ | * The rest is info for the custom objective, which is explained in its own tab. | ||
+ | |||
+ | <tabbox Custom Objectives Overview (4RPL)> | ||
+ | <note important> | ||
+ | |||
+ | Each transition can have one custom objective on it. It is updated by an external script through the 4RPL SendMsg API. Each custom objective has a few settings that must be set in the transition unit's settings: | ||
+ | |||
+ | * CUSTOM_GOAL: | ||
+ | * CUSTOM_START_TEXT: | ||
+ | * CUSTOM_RUNNING_TEXT: | ||
+ | * Any instance of "< | ||
+ | * Any instance of "< | ||
+ | * Any instance of "< | ||
+ | * CUSTOM_CHANNEL is the message channel used to communicate objective progress with this transition. | ||
+ | |||
+ | <tabbox Goals> | ||
+ | Goals are special types of levels that will complete the custom objective (beat the game) when they are unlocked. They show script settings like any other level, but they will ignore all of them. There can be any number of goal squares, and only one must be reached to win. | ||
+ | |||
+ | <tabbox Thumbnails> | ||
+ | Thumbnails are a special type of level that allow you to have a custom thumbnail for a colonies map that is not the first level of your campaign. This is done by saving a level that is switched out of immediately when loaded into. | ||
+ | |||
+ | To make one, add a thumbnail unit to your level, add a transition from it to the first level of your campaign, and make the thumbnail level like any other level. Just remember to finalize on the thumbnail before you upload it! | ||
+ | |||
+ | <tabbox Help (unit)> | ||
+ | The help unit that shows up on the layout editor can be used as a quick guide in-game at any time. It has basic, essential information on what things do, and will redirect you back to this page on mouseover. It will delete itself when you exit the layout editor. | ||
+ | </ | ||
+ | |||
+ | ===== Misc Info ===== | ||
+ | |||
+ | ==== Can I use (this other CPACK) in my campaign? ==== | ||
+ | Multimap supports custom units //in theory,// although due to the nature of custom content, some units or CPACKS might do something that breaks the pack. This is the responsibility of the one who made the unit to fix. | ||
+ | |||
+ | Multimap is not currently compatible with FPS, PAC, or any other full-conversion mod. | ||
+ | |||
+ | ==== A Note on Save File Size ==== | ||
+ | Multimap saves each level in a compressed manner that allows (relatively) low save file sizes. However, it should be noted that **save files larger than 10 MB cannot be uploaded to colonies.** | ||
+ | |||
+ | Here are some tips on keeping save size down: | ||
+ | * DON'T COVER THE WHOLE MAP IN CREEPER OR SPECIAL TERRAIN. This is the single biggest factor in save file size. A map will take up about 10 times as much save file space if fully covered in creeper or special, or 20X if covered in both. | ||
+ | * This will only matter on large map sizes with many levels. Normal use will not have this problem. | ||
+ | * Rough terrain will take up more save file space than smooth terrain. | ||
+ | |||
+ | |||
+ | ===== Using your own 4RPL with Multimap ===== | ||
+ | |||
+ | |||
+ | ==== Global Scripts ==== | ||
+ | Global scripts should only be used with Multimap if they should apply to every level in the campaign. An easier, more performant, and more reliable way to make a global script for one level is to make an invisible unit somewhere on or outside of the map that runs all the level' | ||
- | * As of version 1.4.8, switching maps does not update the creeper rendering, even though it is properly removed by the script. Turning off smooth creeper in game settings fixes this. | ||
===== List of Units (CMODS) in this CPACK ===== | ===== List of Units (CMODS) in this CPACK ===== | ||
- | * [[link to unit (CMOD) requires GUID of CMOD]] | + | * [[cw4: |
- | * [[link to unit (CMOD) requires GUID of CMOD]] | + | * [[cw4: |
< | < | ||