Anti-DM/Anti-SP Gear
A lot of people are wondering how to make something Anti-DM/SP. For me, I just replicated Cahir and Audir's thing as best as I could. NOTE: THE NAMES OF THE OBJECTS CAN BE CHANGED. JUST MAKE SURE NO TWO OBJECTS HAVE THE SAME NAME OTHER THAN DORMANT (don't do anything) ONES.
First, create players imminently about to fall into the "black" at the bottom of the map. It is also possible to make them fall into acid, but make sure it has an extremely high damage (at least 2e+12).
*Give them HP, and leave them for now; you'll come back to it later.
Next, create two triggers using the TRIGGER TOOL, titling them whatever you feel like, but for this purpose, they are called '#trigger3' and '#trigger36'.
*Give '#trigger3' the part that moves the players to regions on the map with 'Action type' 14. In the Parameter
A, put the 'names' of the players and in Parameter B, put what region they move into. Also make it enable the button that tells the key at the end of the map.
*Leave '#trigger36' for now.
*Now select the players again, and set their "trigger on deaths" to whatever you named '#trigger36'.
Then make two regions. Call them what you want. In the picture, they are '#region18' and '#region42' (notice the pattern; its whatever it says on the region, to keep consistency.)
*You can just leave '#region42' after naming it.
*Have '#region18' call '#trigger3' with Activation Type '4' or '6'.
Go back to '#trigger3'. Change its first action type to '2' ("Quickly move region A to region B") and put A as '#region18' and B as '#region42'.
* EXPLANATION: Upon dying, Players' death triggers will make '#region18', which calls the "teleport" trigger, move where it is reachable. Because regions stay where they currently are after game reset, attempting to DM or SP it will result in you just dying or spawning someplace else, NOT activating the key.
First, create players imminently about to fall into the "black" at the bottom of the map. It is also possible to make them fall into acid, but make sure it has an extremely high damage (at least 2e+12).
*Give them HP, and leave them for now; you'll come back to it later.
Next, create two triggers using the TRIGGER TOOL, titling them whatever you feel like, but for this purpose, they are called '#trigger3' and '#trigger36'.
*Give '#trigger3' the part that moves the players to regions on the map with 'Action type' 14. In the Parameter
A, put the 'names' of the players and in Parameter B, put what region they move into. Also make it enable the button that tells the key at the end of the map.
*Leave '#trigger36' for now.
*Now select the players again, and set their "trigger on deaths" to whatever you named '#trigger36'.
Then make two regions. Call them what you want. In the picture, they are '#region18' and '#region42' (notice the pattern; its whatever it says on the region, to keep consistency.)
*You can just leave '#region42' after naming it.
*Have '#region18' call '#trigger3' with Activation Type '4' or '6'.
Go back to '#trigger3'. Change its first action type to '2' ("Quickly move region A to region B") and put A as '#region18' and B as '#region42'.
* EXPLANATION: Upon dying, Players' death triggers will make '#region18', which calls the "teleport" trigger, move where it is reachable. Because regions stay where they currently are after game reset, attempting to DM or SP it will result in you just dying or spawning someplace else, NOT activating the key.
Elevators/Doors-That-Can-Go-Up-And-Down
NOTE: THE NAMES OF THE OBJECTS CAN BE CHANGED. JUST MAKE SURE NO TWO OBJECTS HAVE THE SAME NAME OTHER THAN DORMANT (don't do anything) ONES.
First Make the elevator-thingy above. Make sure to set the trigger's calls to as much as needed. (recommended 1000+ on a DM map)
Next on that, Hold the CTRL key and make a copy of your region that has the same dimentions as the door. Place this next to the door as putting it on right now will cause difficulties.
Then make another region with the REGION TOOL. Call this '#region1'. I now know its useless to title regions that call triggers unless its used in the trigger's operation (such as teleporting or activation type 5) but still if you want to, title it to make sure you know what your doing. Make it call '#trigger1' and set activation type to 1.
After that make a trigger with your TRIGGER TOOL. Give it more than one call and call it '#trigger1'. Then click on it with your CLIPBOARD TOOL and give the 'Action 1 Type:' a parameter of '0' and in box A, Write the name of the door that is moving ('#door01'). In box B now, put the name of the region next to the door that you just made. (not the one that calls the trigger).
Then finally, you can move '#region1' onto the '#door01'.
*NOTE: You can make two trigger-calling-regions on both 'sides' of the door/elevator since a trigger can be called many times by more than one region.
**NOTE: Do not confuse '#region01' with '#region1' as they are completely different. In this guide '#region01' is 'equivelent' to '#region0' but if you just put plain '#region0' the system will decipher it as '#region' and it might screw up your map. This can cause freezing and stuff.
Sorry i repeated it so if you will repeat elevator
First Make the elevator-thingy above. Make sure to set the trigger's calls to as much as needed. (recommended 1000+ on a DM map)
Next on that, Hold the CTRL key and make a copy of your region that has the same dimentions as the door. Place this next to the door as putting it on right now will cause difficulties.
Then make another region with the REGION TOOL. Call this '#region1'. I now know its useless to title regions that call triggers unless its used in the trigger's operation (such as teleporting or activation type 5) but still if you want to, title it to make sure you know what your doing. Make it call '#trigger1' and set activation type to 1.
After that make a trigger with your TRIGGER TOOL. Give it more than one call and call it '#trigger1'. Then click on it with your CLIPBOARD TOOL and give the 'Action 1 Type:' a parameter of '0' and in box A, Write the name of the door that is moving ('#door01'). In box B now, put the name of the region next to the door that you just made. (not the one that calls the trigger).
Then finally, you can move '#region1' onto the '#door01'.
*NOTE: You can make two trigger-calling-regions on both 'sides' of the door/elevator since a trigger can be called many times by more than one region.
**NOTE: Do not confuse '#region01' with '#region1' as they are completely different. In this guide '#region01' is 'equivelent' to '#region0' but if you just put plain '#region0' the system will decipher it as '#region' and it might screw up your map. This can cause freezing and stuff.
Sorry i repeated it so if you will repeat elevator
Blocks-that-crush-you-when-you-walk-past Traps
These are the 'common' traps in Escape maps. They are basically a super-fast door that crashes to the ground. NOTE: THE NAMES OF THE OBJECTS CAN BE CHANGED. JUST MAKE SURE NO TWO OBJECTS HAVE THE SAME NAME OTHER THAN DORMANT (don't do anything) ONES.
Making them is fairly simple and fairly time consuming too.
First, select the DOOR TOOL and make a door. Then select the clipboard thingy from your toolpad, and click on the door. In the name box, name it '#door01'. This is the block that crushes the person.
Next you need to make someplace for the block to crash. using the REGION TOOL make a region the same size as your door. (tip: make your region on the door, then use the arrow tool to drag it) Then, using the ARROW TOOL, drag the region to where you want the door to land. Call this '#region01'.
But one things missing: The door won't activate by itself. Using the TRIGGER TOOL, make a trigger. Don't be overwhelmed by what comes up when you open its interface like I was on my first map. Name the trigger 'trigger01', and in the box that says '- action 1 type:' put the number '0'. In 'Action 1 Param A:' box put '#door01'. Next find 'Action 1 Param B:' and put '#region01' and leave everything else alone.
Buuutttttt.... Triggers don't activate on their own. A region needs to call them. Once again using the REGION TOOL, make a region. This one doesn't have to be the same size as the door. Call it '#region1'. Don't close the box thing yet; it still needs to call the trigger. In the box that says 'Call Trigger by ID' put the name of the trigger thats suppose to be called. ('#trigger01')
Heres a picture of what it should look like. It may be a little hard to see but i think you can just make out what it says. What'll happen is when someone walks into '#region1', the door will come crashing down and squish them unless the person avoids it.
Making them is fairly simple and fairly time consuming too.
First, select the DOOR TOOL and make a door. Then select the clipboard thingy from your toolpad, and click on the door. In the name box, name it '#door01'. This is the block that crushes the person.
Next you need to make someplace for the block to crash. using the REGION TOOL make a region the same size as your door. (tip: make your region on the door, then use the arrow tool to drag it) Then, using the ARROW TOOL, drag the region to where you want the door to land. Call this '#region01'.
But one things missing: The door won't activate by itself. Using the TRIGGER TOOL, make a trigger. Don't be overwhelmed by what comes up when you open its interface like I was on my first map. Name the trigger 'trigger01', and in the box that says '- action 1 type:' put the number '0'. In 'Action 1 Param A:' box put '#door01'. Next find 'Action 1 Param B:' and put '#region01' and leave everything else alone.
Buuutttttt.... Triggers don't activate on their own. A region needs to call them. Once again using the REGION TOOL, make a region. This one doesn't have to be the same size as the door. Call it '#region1'. Don't close the box thing yet; it still needs to call the trigger. In the box that says 'Call Trigger by ID' put the name of the trigger thats suppose to be called. ('#trigger01')
Heres a picture of what it should look like. It may be a little hard to see but i think you can just make out what it says. What'll happen is when someone walks into '#region1', the door will come crashing down and squish them unless the person avoids it.
Reaccouring Rockets/Nukes
NOTE: THE NAMES OF THE OBJECTS CAN BE CHANGED. JUST MAKE SURE NO TWO OBJECTS HAVE THE SAME NAME OTHER THAN DORMANT (don't do anything) ONES. Oh, so you want it to be able to happen more than once? okay:
First make a basic nuke as shown above.
Now CLIPBOARD TOOL click '#trigger01' and for 'Action 2 type:' put 25 and in 'Action 2 param A:' put '#timer1'. Just leave 'Action 2 param B:' at 0. Then change the 'Max Calls:' to 999.
Then open the clipboard interface for '#region01' and change the 'Activation Type:' FROM 4 TO 1.
Next add a timer with the TIMER TOOL. Call it '#timer1' and make sure that it is DEACTIVATED or your thing will screw up. Now also change its 'Max Calls:' to 999 and put the 'Target:' to '#trigger1'. Then for it to work you need to change the 'Delay:' to 300 or more. Just remember that on that 30 = one second.
After that make another trigger and call it '#trigger1'. Change its 'Max Calls' to 999. Now this is an important step: for 'Action 1 type:' put 26 and in 'Action 1 param A:', put '#timer1'. Without this your rocket will fail to go again. Finally, put for 'Action 2 type:' the number 34. In the 'Action 2 param A:' box, put '#decor1' and in 'Action 2 param B:' box write 'null'. Now your rocket can be executed every 10 seconds or so but it can reload itself.
First make a basic nuke as shown above.
Now CLIPBOARD TOOL click '#trigger01' and for 'Action 2 type:' put 25 and in 'Action 2 param A:' put '#timer1'. Just leave 'Action 2 param B:' at 0. Then change the 'Max Calls:' to 999.
Then open the clipboard interface for '#region01' and change the 'Activation Type:' FROM 4 TO 1.
Next add a timer with the TIMER TOOL. Call it '#timer1' and make sure that it is DEACTIVATED or your thing will screw up. Now also change its 'Max Calls:' to 999 and put the 'Target:' to '#trigger1'. Then for it to work you need to change the 'Delay:' to 300 or more. Just remember that on that 30 = one second.
After that make another trigger and call it '#trigger1'. Change its 'Max Calls' to 999. Now this is an important step: for 'Action 1 type:' put 26 and in 'Action 1 param A:', put '#timer1'. Without this your rocket will fail to go again. Finally, put for 'Action 2 type:' the number 34. In the 'Action 2 param A:' box, put '#decor1' and in 'Action 2 param B:' box write 'null'. Now your rocket can be executed every 10 seconds or so but it can reload itself.
Troubleshooting and errors
Stuff can go wrong in your map. Here is a list of known errors and how to fix them.
Error #2015 - On the map there are no walls, or they take too little space. If your map is composed of doors then put a giant block underneath all them. If needed put some super strong acid on it.
Error #1009 - Non-existent weapons/barrels/vehicles. Most likely caused by misspellation of objects. Plus, you may receive an error if the map has more than 99 barrels, weapons, vehicles, or characters. Also, sometimes an error occurs if you set extra spaces in the name for example "gun_plasmagun_" instead of "gun_plasmagun". Also keep in mind a real pistol is "gun_pistol2", NOT "gun_real_pistol".
Just a black screen - It is possible that you have not added any player in the map. Go on map editor and add some players with the PLAYER TOOL. The person thingy thats not on the top row.
Error #1095 - Too many objects. The map should contain not more than 99 objects of each type (99 characters, 99 weapons, 99 vehicles, 99 barrels). Number of walls, lights, background and doors are not limited. Try cutting back on some of the objects.
Error #1090 - Identical to the Error #1095. Also possible in cases when symbols " or < or > used (in parameters of any object) . Use double ' instead of " to make your map work.
Error #1095 - If the previous description does not fit - please contact the main Plazma Burst 2 game's developer.
Error #1502 - Map loads too long (longer than 15 seconds. Note: loading time can be different at different computers). In most of cases this problem connected with large count of shadow calculations, to avoid this try to decrease count of lamps, or make zones of shadow calculation smaller, or descrease quality of shadows with help of Engine Mark with parameter Mark set to shadowmap_size and parameter Parametrset to larger value.
Freezing during the game - Something went wrong in the calling of the trigger. Errors include:
*Region's trigger calling is misspelled.
*More than one trigger has the same name as the one being called
*Trigger's programming is off
*Doors/stuff the trigger does (like doors and regions) is not coded correctly or the region doesnt have the same dimentions of doors.
Error #2015 - On the map there are no walls, or they take too little space. If your map is composed of doors then put a giant block underneath all them. If needed put some super strong acid on it.
Error #1009 - Non-existent weapons/barrels/vehicles. Most likely caused by misspellation of objects. Plus, you may receive an error if the map has more than 99 barrels, weapons, vehicles, or characters. Also, sometimes an error occurs if you set extra spaces in the name for example "gun_plasmagun_" instead of "gun_plasmagun". Also keep in mind a real pistol is "gun_pistol2", NOT "gun_real_pistol".
Just a black screen - It is possible that you have not added any player in the map. Go on map editor and add some players with the PLAYER TOOL. The person thingy thats not on the top row.
Error #1095 - Too many objects. The map should contain not more than 99 objects of each type (99 characters, 99 weapons, 99 vehicles, 99 barrels). Number of walls, lights, background and doors are not limited. Try cutting back on some of the objects.
Error #1090 - Identical to the Error #1095. Also possible in cases when symbols " or < or > used (in parameters of any object) . Use double ' instead of " to make your map work.
Error #1095 - If the previous description does not fit - please contact the main Plazma Burst 2 game's developer.
Error #1502 - Map loads too long (longer than 15 seconds. Note: loading time can be different at different computers). In most of cases this problem connected with large count of shadow calculations, to avoid this try to decrease count of lamps, or make zones of shadow calculation smaller, or descrease quality of shadows with help of Engine Mark with parameter Mark set to shadowmap_size and parameter Parametrset to larger value.
Freezing during the game - Something went wrong in the calling of the trigger. Errors include:
*Region's trigger calling is misspelled.
*More than one trigger has the same name as the one being called
*Trigger's programming is off
*Doors/stuff the trigger does (like doors and regions) is not coded correctly or the region doesnt have the same dimentions of doors.
If you want automatic slow motion or fast motion○ First, make a timer with the timer tool. Name it #timer0 and max calls 1. On target put #trigger0.
○ Make a trigger called #trigger0; trigger type 39. Max calls 1.
NOTE: This game is based off of frapes.
30 frapes = 1 second
○ So in Param A, put what you want your motion speed to be.
○ If you want slow motion, put something below 30 -- fast motion, above 30
Doors That Moves Side To Side
Making Doors That Goes Side To Side Is Basically The Same Thing On Making A Door Going Up And Down. Such As. Make a Door. Name It. Put Any Speed. Then Make A Region The Same Size Of It. Then Name It Whatever You Want. And Put The Region Where You Want The Door To Stop At. Then Make Another Region And Call It Anything You Want on Call Trigger by ID:
And If You Want the Use Button. Put Activational Type 1. Therefore It Will Activate By Pressing E. Next Make a Trigger. Call it #trigger Or Anything you want. Max Calls Much As you Want. Action Type 0. Param A: #door1 Param B: #region 1.
And That is Your Door Going Side to Side
And If You Want the Use Button. Put Activational Type 1. Therefore It Will Activate By Pressing E. Next Make a Trigger. Call it #trigger Or Anything you want. Max Calls Much As you Want. Action Type 0. Param A: #door1 Param B: #region 1.
And That is Your Door Going Side to Side
Working With Timers.
Working with Timers Are Really Simple and Easy. Like I Showed You With The Lasers And Spam Doors. Even With Text It Is Easy. But If You're Here To Learn How To Work Them All At Once. That Will Be Even Easier. Flashy Lasers That Require 2 For On and Off.
Spam Block Which Requires 1
Text Which Also Requires 1
Remember Delay Is 30= 1 Second.
Spam Block Which Requires 1
Text Which Also Requires 1
Remember Delay Is 30= 1 Second.
Gravity Changing In Only A Certain Region
If You Ever Want To Change The Gravity By Using A Trigger. In That Certain Region.
You Must Listen Carefully. First. You Need A Pusher. And Name It Anything. Like #pusher1. After. Dont Put ANYTHING On The Pusher. Leave It Blank On The Dmg, Stability, And X And Y Axis. Leave All Of Those Blank. Then You Have To Make A Region And Call It On Trigger ID: #push. Activational Type 1. Make A Trigger. Call It #push. Action 35 For X Axis Like Going Left Or Right. Action 36 For Y Axis Going Up And Down. On Param A: #pusher1 Param B: Any Number For That Specific X Or Y Axis. Depending On Your Action Type. If It's Y And You Want it To Go Up. On Param B: Put -1 or Anything. And That Is Changing Gravity
You Must Listen Carefully. First. You Need A Pusher. And Name It Anything. Like #pusher1. After. Dont Put ANYTHING On The Pusher. Leave It Blank On The Dmg, Stability, And X And Y Axis. Leave All Of Those Blank. Then You Have To Make A Region And Call It On Trigger ID: #push. Activational Type 1. Make A Trigger. Call It #push. Action 35 For X Axis Like Going Left Or Right. Action 36 For Y Axis Going Up And Down. On Param A: #pusher1 Param B: Any Number For That Specific X Or Y Axis. Depending On Your Action Type. If It's Y And You Want it To Go Up. On Param B: Put -1 or Anything. And That Is Changing Gravity
Revolving Doors
Now you should know that making a"Revolving Door" is like making a"Timed Spam Door"except you keep on adding where the door goes, instead of 2. Therefore it will go 4 ways; it can go 5 if you keep adding on.
Step 1: Make a door. Call it #doorA (You don't have to name it #doorA) Make the speed 5 (Again you don't have to put 5)
Step 2: Make 4 regions of the door the same sizes and name them #regionA, #regionB, #regionC, and #regionD. Make sure you put both names in Name and in Call Trigger by ID
Activational Type 0 for each region. Type 0 means not used. Remember you will make a trigger for each region and a timer for each too. So make 4 timers and name them like#timerA and etc. REMEMBER TO DISABLE THE 3 OF THE TIMERS NOT THE FIRST ONE. On max calls put -1 for "Infinite" meaning "Forever" You must do this for each timer but remember to name them differently or it will not work. On target you will put #triggerA, and #triggerB, and etc.. Do this also for each timer. Now on delay you will want to put the right amount of time to reach it's destination before it goes to the next destination. Therefore you must count how many big squares there are away from the next target. Then multiply that by 10. After you done that, you'd divide that answer by the door speed your door is. After, you will multiply that by 10 and that will give you the delay. That shows you how long it should be to get to its next destination. If you want it to reach its destination and wait like 1 or 2 seconds, add 30 or 60 to the answer delay. Onto the trigger. Make a trigger for each region and name them #triggerA, #triggerB and etc. Action Type 0. Max calls -1. Parameter Action Type A: #doorA Parameter Action Type B: #regionA. Go to the next row and put Action Type 26 to disable a timer. Param A: #timerA Now go to the next row Action Type 25 Param A: #timerB. Therefore it shall go to the next region. Do the same thing with the triggers except keep going in order such as A B C and D, and remember to go to the next row and put Action 26 to disable that timer so and put that timer name. Then Action Type 25 to activate the next timer. After that you should have a Revolving Door. Remember to disable the timers on B C and D.
Step 1: Make a door. Call it #doorA (You don't have to name it #doorA) Make the speed 5 (Again you don't have to put 5)
Step 2: Make 4 regions of the door the same sizes and name them #regionA, #regionB, #regionC, and #regionD. Make sure you put both names in Name and in Call Trigger by ID
Activational Type 0 for each region. Type 0 means not used. Remember you will make a trigger for each region and a timer for each too. So make 4 timers and name them like#timerA and etc. REMEMBER TO DISABLE THE 3 OF THE TIMERS NOT THE FIRST ONE. On max calls put -1 for "Infinite" meaning "Forever" You must do this for each timer but remember to name them differently or it will not work. On target you will put #triggerA, and #triggerB, and etc.. Do this also for each timer. Now on delay you will want to put the right amount of time to reach it's destination before it goes to the next destination. Therefore you must count how many big squares there are away from the next target. Then multiply that by 10. After you done that, you'd divide that answer by the door speed your door is. After, you will multiply that by 10 and that will give you the delay. That shows you how long it should be to get to its next destination. If you want it to reach its destination and wait like 1 or 2 seconds, add 30 or 60 to the answer delay. Onto the trigger. Make a trigger for each region and name them #triggerA, #triggerB and etc. Action Type 0. Max calls -1. Parameter Action Type A: #doorA Parameter Action Type B: #regionA. Go to the next row and put Action Type 26 to disable a timer. Param A: #timerA Now go to the next row Action Type 25 Param A: #timerB. Therefore it shall go to the next region. Do the same thing with the triggers except keep going in order such as A B C and D, and remember to go to the next row and put Action 26 to disable that timer so and put that timer name. Then Action Type 25 to activate the next timer. After that you should have a Revolving Door. Remember to disable the timers on B C and D.
Flickering Lights with Flare
A Flickering Light.Its very easy to create this.
Create a Lamp.Power:10
Flare:99999
Create a Lamp.Power:10
Flare:99999