// ***** Level builder, look here! ***** // // Look for the line below that contains "new ScriptObject(MissionInfo) {", and // the nextmost line with just "};". // // Between these lines are the key level properties you can change! // // To change a property's value, change ONLY the text inside a line's pair of quotes. // For example, to change the level's name to My Great Level, change: // name = "Mission Template"; // to // name = "My Great Level"; // // Below are descriptions of each of the possible properties you can change: // name - your level's name on the level selection screen // type - leave this // level - the nth level in the level selection screen, eg. 5 // desc - a brief description shown on the level selection screen // startHelpText - the text displayed when you initially spawn // artist - your name shown on the level selection screen // music - which .ogg file to play for your level (blank = random) // gamemode - must be "hunt" for hunt levels, or "free" for free world levels // game - leave this // time - the level's play time in milliseconds (1000ms = 1 second) // maxGemsPerSpawn - the maximum number of gems to spawn for a GemSpawn // radiusFromGem - the maximum radius for spawned gems from the center gem // gemgroups - whether this level spawns gem groups (0 = no groups, 1 = groups, 2 = random in groups) // score[0] - the level's qualify/par score for versus mode (more than 1 player) // score[1] - the level's qualify/par score for practice mode (1 player) // platinumScore[0] - the level's platinum score for versus mode // platinumScore[1] - the level's platinum score for practice mode // ultimateScore[0] - the level's ultimate score for versus mode // ultimateScore[1] - the level's ultimate score for practice mode // alarmStartTime - when the "you have xx seconds left" alert appears // overviewHeight - an adjustment to the height of the pregame overview screen // // One last thing (before the actual level code starts) - if you're releasing your level, feel free to delete // this section of lines prefixed with // (so don't delete the '//--- OBJECT WRITE BEGIN ---' line). // // Have fun creating your level! // - the Platinum Team //--- OBJECT WRITE BEGIN --- new SimGroup(MissionGroup) { //These are the values you can change new ScriptObject(MissionInfo) { name = "Example Mission"; type = "Custom"; level = "1"; desc = "An example level which includes notes on all the ingame elements added in MultiPlayer."; startHelpText = "Press F11 to open the level editor. Select any item to read notes on how to use it."; artist = "HiGuy"; music = "Tim Trance.ogg"; Gamemode = "Hunt"; game = "Custom"; time = "600000"; maxGemsPerSpawn = "6"; radiusFromGem = "25"; gemGroups = "0"; score[0] = "0"; score[1] = "0"; platinumScore[0] = "0"; platinumScore[1] = "0"; ultimateScore[0] = "0"; ultimateScore[1] = "0"; alarmStartTime = "25"; overviewHeight = "15"; }; //Ends here new MissionArea(MissionArea) { area = "-360 -648 720 1296"; flightCeiling = "300"; flightCeilingRange = "20"; locked = "true"; }; new Sky(Sky) { position = "336 136 0"; rotation = "1 0 0 0"; scale = "1 1 1"; cloudHeightPer[0] = "0"; cloudHeightPer[1] = "0"; cloudHeightPer[2] = "0"; cloudSpeed1 = "0.0001"; cloudSpeed2 = "0.0002"; cloudSpeed3 = "0.0003"; visibleDistance = "10000"; useSkyTextures = "1"; renderBottomTexture = "1"; SkySolidColor = "0.600000 0.600000 0.600000 1.000000"; fogDistance = "300"; fogColor = "0.600000 0.600000 0.600000 1.000000"; fogVolume1 = "-1 7.45949e-031 1.3684e-038"; fogVolume2 = "-1 1.07208e-014 8.756e-014"; fogVolume3 = "-1 5.1012e-010 2.05098e-008"; materialList = "~/data/skies/Cloudy/cloudy.dml"; windVelocity = "1 0 0"; windEffectPrecipitation = "0"; noRenderBans = "1"; fogVolumeColor1 = "128.000000 128.000000 128.000000 0.000000"; fogVolumeColor2 = "128.000000 128.000000 128.000000 0.000004"; fogVolumeColor3 = "128.000000 128.000000 128.000000 14435505.000000"; }; new Sun(Sun) { direction = "0.638261 0.459006 -0.61801"; color = "1.400000 1.200000 0.400000 1.000000"; ambient = "0.300000 0.300000 0.400000 1.000000"; }; new StaticShape(SkySphere) { position = "0 0 0"; rotation = "1 0 0 0"; scale = "1000 1000 1000"; dataBlock = "Dusk"; }; new Trigger(Bounds) { position = "-10 10 -1"; rotation = "1 0 0 0"; scale = "20 20 1000"; dataBlock = "InBoundsTrigger"; polyhedron = "0.0000000 0.0000000 0.0000000 1.0000000 0.0000000 0.0000000 0.0000000 -1.0000000 0.0000000 0.0000000 0.0000000 1.0000000"; note = "Bounds triggers generally have a height of 1000 (virtually unlimited) to replicate MBUltra\'s bounds triggers."; }; new SimGroup(Platforms) { note = "These SimGroups are not required, I just added them to create a nice level hierarchy tree."; new InteriorInstance() { position = "0.125 -0.125 -0.125"; rotation = "1 0 0 0"; scale = "1 1 1"; interiorFile = "~/data/lbinteriors_mbg/addon/smallplatform.dif"; showTerrainInside = "0"; }; new InteriorInstance() { position = "-5.375 -5.625 -0.125"; rotation = "1 0 0 0"; scale = "1 1 1"; interiorFile = "~/data/lbinteriors_mbg/addon/smallplatform.dif"; showTerrainInside = "0"; }; new InteriorInstance() { position = "0.125 5.375 -0.125"; rotation = "1 0 0 0"; scale = "1 1 1"; interiorFile = "~/data/lbinteriors_mbg/addon/smallplatform.dif"; showTerrainInside = "0"; }; new InteriorInstance() { position = "5.625 5.375 -0.125"; rotation = "1 0 0 0"; scale = "1 1 1"; interiorFile = "~/data/lbinteriors_mbg/addon/smallplatform.dif"; showTerrainInside = "0"; }; new InteriorInstance() { position = "-5.375 5.375 -0.125"; rotation = "1 0 0 0"; scale = "1 1 1"; interiorFile = "~/data/lbinteriors_mbg/addon/smallplatform.dif"; showTerrainInside = "0"; }; new InteriorInstance() { position = "-5.375 -0.125 -0.125"; rotation = "1 0 0 0"; scale = "1 1 1"; interiorFile = "~/data/lbinteriors_mbg/addon/smallplatform.dif"; showTerrainInside = "0"; }; new InteriorInstance() { position = "5.625 -0.125 -0.125"; rotation = "1 0 0 0"; scale = "1 1 1"; interiorFile = "~/data/lbinteriors_mbg/addon/smallplatform.dif"; showTerrainInside = "0"; }; new InteriorInstance() { position = "5.625 -5.625 -0.125"; rotation = "1 0 0 0"; scale = "1 1 1"; interiorFile = "~/data/lbinteriors_mbg/addon/smallplatform.dif"; showTerrainInside = "0"; }; new InteriorInstance() { position = "0.125 -5.625 -0.125"; rotation = "1 0 0 0"; scale = "1 1 1"; interiorFile = "~/data/lbinteriors_mbg/addon/smallplatform.dif"; showTerrainInside = "0"; }; }; new SimGroup(SpawnTriggers) { note = "These SimGroups are not required, I just added them to create a nice level hierarchy tree."; new Trigger(BasicSpawnTrigger) { position = "0 0 0.25"; rotation = "1 0 0 0"; scale = "1 1 1"; dataBlock = "SpawnTrigger"; polyhedron = "0.0000000 0.0000000 0.0000000 1.0000000 0.0000000 0.0000000 0.0000000 -1.0000000 0.0000000 0.0000000 0.0000000 1.0000000"; note = "For a spawn point, just place a basic spawn trigger. Players will spawn 3 units above the trigger\'s (+x, -y, -z) corner."; }; new Trigger(CenterSpawnTrigger) { position = "-0.5 0.5 0.25"; rotation = "1 0 0 0"; scale = "1 1 1"; dataBlock = "SpawnTrigger"; polyhedron = "0.0000000 0.0000000 0.0000000 1.0000000 0.0000000 0.0000000 0.0000000 -1.0000000 0.0000000 0.0000000 0.0000000 1.0000000"; note = "Defining the \"center\" field as 1 will spawn the player in the trigger\'s wiremesh center, rather than in the corner."; center = "1"; }; new Trigger(AddSpawnTrigger) { position = "0 0 3.25"; rotation = "1 0 0 0"; scale = "1 1 1"; dataBlock = "SpawnTrigger"; polyhedron = "0.0000000 0.0000000 0.0000000 1.0000000 0.0000000 0.0000000 0.0000000 -1.0000000 0.0000000 0.0000000 0.0000000 1.0000000"; note = "The \"add\" parameter allows you to customize where the player will spawn in relation to the triggers (+x, -y, -z) corner"; add = "0 0 0"; }; }; new SimGroup(Gems) { note = "These SimGroups are not required, I just added them to create a nice level hierarchy tree."; new Item(RedGem) { position = "-5.5 5.5 0.3"; rotation = "1 0 0 0"; scale = "1 1 1"; dataBlock = "GemItemRed"; collideable = "0"; static = "1"; rotate = "1"; note = "To place a red gem spawnpoint, simply place a GemItemRed where you want the gem to spawn. Spawns are randomly generated."; }; new Item(YellowGem) { position = "0 5.5 0.3"; rotation = "1 0 0 0"; scale = "1 1 1"; dataBlock = "GemItemYellow"; collideable = "0"; static = "1"; rotate = "1"; note = "For a yellow (2 point) gem, use GemItemYellow instead of GemItemRed."; }; new Item(BlueGem) { position = "5.5 5.5 0.3"; rotation = "1 0 0 0"; scale = "1 1 1"; dataBlock = "GemItemBlue"; collideable = "0"; static = "1"; rotate = "1"; note = "Blue gems (5 points) are placed in the same way as a yellow gem, but with GemItemBlue instead of GemItemYellow."; }; }; new SimGroup(PowerUps) { note = "These SimGroups are not required, I just added them to create a nice level hierarchy tree."; new Item(MegaMarblePowerUp) { position = "-5.5 0 0.25"; rotation = "1 0 0 0"; scale = "1 1 1"; dataBlock = "MegaMarbleItem"; collideable = "0"; static = "1"; rotate = "1"; note = "Mega marbles are just simple PowerUp items like any other."; }; new Item(BlastPowerUp) { position = "5.5 0 0.25"; rotation = "1 0 0 0"; scale = "1 1 1"; dataBlock = "BlastItem"; collideable = "0"; static = "1"; rotate = "1"; note = "Blast items are basic PowerUps and can be placed like any other PowerUp."; }; }; new SimGroup(Skies) { note = "These SimGroups are not required, I just added them to create a nice level hierarchy tree."; new StaticShape(ExampleSky1) { position = "-5.5 -5.5 1.5"; rotation = "1 0 0 0"; scale = "1 1 1"; dataBlock = "Dusk"; note = "These example SkySpheres are the three official skies you can choose from. Simply place one at the origin with a scale of \"1000 1000 1000\" to make it your SkySphere."; }; new StaticShape(ExampleSky2) { position = "0 -5.5 1.5"; rotation = "1 0 0 0"; scale = "1 1 1"; dataBlock = "clear"; note = "These example SkySpheres are the three official skies you can choose from. Simply place one at the origin with a scale of \"1000 1000 1000\" to make it your SkySphere."; }; new StaticShape(ExampleSky3) { position = "5.5 -5.5 1.5"; rotation = "1 0 0 0"; scale = "1 1 1"; dataBlock = "Wintry"; note = "These example SkySpheres are the three official skies you can choose from. Simply place one at the origin with a scale of \"1000 1000 1000\" to make it your SkySphere."; }; }; }; //--- OBJECT WRITE END ---