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 Post subject: RC mod - Script code guides.
PostPosted: February 2nd, 2015, 8:25 am 
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Here are color coded guides by me about the different parts of the object code in the map editor. Once new codes appear in the future, I'll go and update this post.

Basic Objects
Spoiler:
Image


Supply Point
Spoiler:
Image


Random Titan Spawn
Spoiler:
Image


Fixed Titan Spawn
Spoiler:
Image


Hope this helps for future mapmakers. Messing with different codes can be fun or frustrating at the beginning. Learn to play with it, then you'll be able to make a masterpiece.

Did I miss something? Contact me anytime for clarifications.

\(0v0)_ See you in the next one!

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Last edited by delta297 on March 3rd, 2015, 2:50 pm, edited 2 times in total.

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 Post subject: Re: RC mod - Script code guides.
PostPosted: February 5th, 2015, 5:17 am 
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Wow, well done figuring that out xD
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 Post subject: Re: RC mod - Script code guides.
PostPosted: February 5th, 2015, 1:56 pm 
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Norwaydude wrote:
Wow, well done figuring that out xD

Eh, the effects of boredom to the mind is so interesting.

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 Post subject: Re: RC mod - Script code guides.
PostPosted: February 14th, 2015, 7:48 pm 
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omg. OMG. Thank you for doing this. I have been making experiment-maps and have been doing test with the code for 2 weeks now: I've pasted it in google sheets and broken it up, compared object code of one thing to the object code of an other, and I've pasted it back into the map-load-section. Within that time I've only gotten a limited understanding of the code. I can only imagine what lengths you personally took to get this level of understanding, but I am more than grateful for it. Had I decided to look here first, I could have saved myself the time.

Eventually, I'd like to get to the point where I can write the code out from scratch, paste it in RC, and have it work magic. I'd also like to get really precise with the positioning, scaling, and rotating to make maps that approximate the feel and style of things like the hallelujah mountains from Pandora in Avatar, to create near perfect loops and rings for a quidditch style map, or even create a map where there are no corners or sharps bends of any king. WHAT YOU'VE DONE IS GOING TO HELP MILES IN MY BEING ABLE TO DO THAT.

:D :D :D :D :D :D


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 Post subject: Re: RC mod - Script code guides.
PostPosted: February 15th, 2015, 6:06 am 
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ninnymonger wrote:
omg. OMG. Thank you for doing this. I have been making experiment-maps and have been doing test with the code for 2 weeks now: I've pasted it in google sheets and broken it up, compared object code of one thing to the object code of an other, and I've pasted it back into the map-load-section. Within that time I've only gotten a limited understanding of the code. I can only imagine what lengths you personally took to get this level of understanding, but I am more than grateful for it. Had I decided to look here first, I could have saved myself the time.

Eventually, I'd like to get to the point where I can write the code out from scratch, paste it in RC, and have it work magic. I'd also like to get really precise with the positioning, scaling, and rotating to make maps that approximate the feel and style of things like the hallelujah mountains from Pandora in Avatar, to create near perfect loops and rings for a quidditch style map, or even create a map where there are no corners or sharps bends of any king. WHAT YOU'VE DONE IS GOING TO HELP MILES IN MY BEING ABLE TO DO THAT.

:D :D :D :D :D :D


Your welcome! It took me just an hour to figure everything out, though I became lazy and posted the other guides after like 3 days. If you really want to mess around with the map editor, then go ahead and make something crazy or insane :mrgreen: .

If you're going to make the code's out of scratch, you will LITERALLY take forever. Here's a tip, just know what parts to edit, then your'e good to go. I'm always ready to help fellow mapmakers in different problems.

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 Post subject: Re: RC mod - Script code guides.
PostPosted: April 7th, 2015, 1:00 am 
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What do the last four "normal object" numbers do?


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 Post subject: Re: RC mod - Script code guides.
PostPosted: April 7th, 2015, 1:21 am 
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Kwantum wrote:
What do the last four "normal object" numbers do?


Can you give me more specific details?

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 Post subject: Re: RC mod - Script code guides.
PostPosted: April 7th, 2015, 4:21 am 
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Kwantum wrote:
What do the last four "normal object" numbers do?

They seem to rotate the object. I do not know what the final number does, though.
The 3 before rotate the object in different directions.
My suggestion is to not rotate in the script code, but rotate in the level editor instead.
I personally only use the script code when I have to. Like when I am cloning something.

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 Post subject: Re: RC mod - Script code guides.
PostPosted: April 7th, 2015, 7:37 am 
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Cerryl wrote:
Kwantum wrote:
What do the last four "normal object" numbers do?

They seem to rotate the object. I do not know what the final number does, though.
The 3 before rotate the object in different directions.
My suggestion is to not rotate in the script code, but rotate in the level editor instead.
I personally only use the script code when I have to. Like when I am cloning something.

Oooooohhhhh... I see. My bad XD. I already place my explanation in the first tutorial image regarding those last 4 number sets. The first 3 are rotation values. The first one is degree of rotation of the object forward and backward. The second one is how much the object is rotated clockwise or counter clockwise (if viewed from the top). The third one is the value on how much the object is tilted to the left or right. I do not understand what the last one is for, but it is a naturally generated value which affects the three earlier mentioned ones. Like Cerryl said, only rotate an object in the editor UNLESS you have an idea what to edit in the script. It will save you a lot of trouble.

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 Post subject: Re: RC mod - Script code guides.
PostPosted: April 14th, 2015, 10:00 pm 
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Is it possible to write an spawnpoint for the colossal, and so forth?

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