Author Topic: Level design demystification / scripting guide - XML  (Read 17956 times)

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Re: Level design demystification / scripting guide
« Reply #30 on: March 19, 2009, 03:24:02 PM »
Do you mean this line: " <empire team="2" grace="99000" />"?
I've tried it.  Do I need to specify it for every asteroid I give that team or something?

Alex

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Re: Level design demystification / scripting guide
« Reply #31 on: March 19, 2009, 03:38:47 PM »
No, should be for each team... can you post your xml in a new thread?

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Re: Level design demystification / scripting guide
« Reply #32 on: March 19, 2009, 04:08:36 PM »
By XML do you mean the text of the .level file?

Alex

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Re: Level design demystification / scripting guide
« Reply #33 on: March 19, 2009, 06:05:28 PM »
yeppers

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Re: Level design demystification / scripting guide
« Reply #34 on: March 19, 2009, 07:28:53 PM »
It's been posted here.

zero

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Re: Level design demystification / scripting guide
« Reply #35 on: April 26, 2009, 12:16:12 PM »
ctrl (or in my case strg) + D , doesn't show me something in the upper right corner :/

Alex

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Re: Level design demystification / scripting guide
« Reply #36 on: April 26, 2009, 11:37:43 PM »
I think I changed the debug mode info button to f12. Try that. After pressing ctrl-d.

AUSisp*cry*

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Re: Level design demystification / scripting guide
« Reply #37 on: May 09, 2009, 09:38:24 AM »
1) Is there a way to set the starting view to be of the planet that you control?

2) Is there an E.T.A. of a patch that fixes the comps ability to 'fly' beyond set range?

3) Is there some way i can change the max number of trees for all but certain planets?

4) Is  there a way i can change the cost of defense trees?

5) How would i put in the xml to add seeds to a specific planet without dyson trees every x seconds?

6) Is there a way to set it so that you can only build dyson trees?

7) Is there some way i can set it so that when you cap a asteroid, the tree that you destroyed grows back as the same tree? (e.g. i destroy a defense tree, cap the asteroid, and then have the defense tree start to grow back)

8 ) What do these things do:
     -Checktimer (missiles)
     -anything to do with volume (asteroids)
     -asteroids (game)

Thanks

   -AUSisp*cry*
« Last Edit: May 10, 2009, 05:39:07 AM by AUSisp*cry* »

Alex

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Re: Level design demystification / scripting guide
« Reply #38 on: May 10, 2009, 07:05:36 PM »
1) Is there a way to set the starting view to be of the planet that you control?

2) Is there an E.T.A. of a patch that fixes the comps ability to 'fly' beyond set range?

3) Is there some way i can change the max number of trees for all but certain planets?

4) Is  there a way i can change the cost of defense trees?

5) How would i put in the xml to add seeds to a specific planet without dyson trees every x seconds?

6) Is there a way to set it so that you can only build dyson trees?

7) Is there some way i can set it so that when you cap a asteroid, the tree that you destroyed grows back as the same tree? (e.g. i destroy a defense tree, cap the asteroid, and then have the defense tree start to grow back)

8 ) What do these things do:
     -Checktimer (missiles)
     -anything to do with volume (asteroids)
     -asteroids (game)

Thanks

   -AUSisp*cry*

1) If it doesn't, that sounds like a bug. Possibly the camera is just focusing on the first asteroid in the level file - try swapping hte player asteroid with that and see if that fixes it.

2) Not yet - It'll be fixed by the time we release though.

3) Not yet. It's on the list though.

4) Yeah. It should be in the defense structures area of your level xml or default.xml - change the cost value and it should update accordingly.

5) There is a level design feature for this at the moment, but it's not quite what you want. This doesn't work too well at the moment and is just an event for one level. It just makes seedlings pop out of a team's trees every X seconds. I don't recommend using it. We will put stuff like this in later though.

6) No, but if you were to set the cost of a defense tree to like a million seedlings, then that should do it :)

7) Not at the moment.

8) a) how often missiles check for enemies to strike.
b) There are a few sound effects in there that these control - "VOLUME" controls the maximum volume of the ambient asteroid sounds (the radio noises); "CONQUERVOLUME" controls the volume of the sound made when an asteroid is captured; "SENDVOLUME" controls the volume of the noise made when you send seedlings from one place to another.
c) This is the number of asteroids in the belt, which is usually overridden by the levels xml.

Vanger

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Re: Level design demystification / scripting guide
« Reply #39 on: July 20, 2009, 08:50:08 PM »
Important!

Do not use "more than" or "less then". The former is always true, the latter is always false.
Use "morethan/lessthan" or "more/less" instead!

FemHeink73

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Level design demystification / scripting guide
« Reply #40 on: October 16, 2009, 11:15:51 AM »
Thank you, I remember making my design for Eggspert and then realising later that I could have made it Champ, after seeing your design
You seem to be able to solve levels that I would deem impossible after seeing them once, I guess I need to take some tips from you

Imagamer

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Re: Level design demystification / scripting guide
« Reply #41 on: October 22, 2009, 11:37:09 PM »
I've familiarized myself with xml levels, but as of yet, i can't find a lua level guide. Do you plan on making one soon?

Thanks

Edit: Nevermind, I discovered that you're working on it.

________

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Re: Level design demystification / scripting guide - XML
« Reply #42 on: December 22, 2009, 01:15:58 PM »
Sorry, is there any way to spawn random asteroids with trees on them? Specifically defense trees.

w4tc

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Re: Level design demystification / scripting guide - XML
« Reply #43 on: January 02, 2010, 05:18:42 PM »
how can I move asteroid's?

Alex

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Re: Level design demystification / scripting guide - XML
« Reply #44 on: January 08, 2010, 02:48:02 PM »
Moving asteroids in Lua after the setup is potentially dodgy and I've never tried it but could be pretty funny if it worked. I'd have to have a look and don't have time right now.

random asteroids with trees on is no problem ______, start a new thread and i'll post a script later