How to multiply life? (Note its only the health not max health)
Easy.
Action type 23
Param A ( The name of your character example #hero1)
Param B (How much life do you want) Like 1000
Action type 23
Param A ( The name of your character example #hero1)
Param B (How much life do you want) Like 1000
How to multiply life including max health
Easy.
Action type 48
Param A ( The name of your character example #hero1)
Param B (How much life do you want) Like 1000
Action type 48
Param A ( The name of your character example #hero1)
Param B (How much life do you want) Like 1000
How to make a invisible door or wall?
Easy.
First make a door
and then visible false
and then done
Here's a picture for that
First make a door
and then visible false
and then done
Here's a picture for that
How to make a blockman shooter
Follow the steps at the picture
The action type 41 the library
badge_earned - Achievement sound
barrel - Barrel explosion
barrel2 - Barrel explosion 2
explode_underwater - Explosion on water
water_splash1 - Water splash
water_splash2 - Water splash 2
water_splash3 - Water splash 3
explode - Explosion
explode2 - Explosion 2
wea_evil_shot - CS-BNG launch
fail_shot - Bullet's collision with wall
glass1 - Barrel hit
glass2 - Barrel hit 2
chat - Chat sound
capsule_hit1 - Capsule hit
capsule_hit2 - Capsule hit 2
walker_step - Hound Walker stepswalker_die - Hound Walker's death
mission_done - Mission done
team_switch - Team switch
coolbuddy2 - Coolbuddy's introgrenade_act - Grenade almost to explode
explode_bfg - CS-BNG Explosion
test_sound - Vechile rocket launcher reload
sou_blade_swing1 - Swords
sou_blade_swing2 - Swords 2
sou_blade_swing3 - Swords 3
step1 - Steps
step2 - Steps 2
step3 - Steps 3
step4 - Steps 4
robo_step1 - Robot steps
robo_step2 - Robot steps 2
robo_step3 - Robot steps 3
robo_step4 - Robot steps 4
corvett_die - Corvette's death
drone_die - Drone's death
box_die - Crate open
nade_throw - Grenade throw
hint_appear - Hint ON
hint_disappear - Hint OFFship_incoming - Noir Lime's ship coming
ship_explosion - Ship explosion
gameplay_song - Gameplay song
main_song - Main song
slow_down - Slow motion sound
slow_up - Normal motion sound
noir_die - Noir Lime's death
plasma_explosion - Plasmagun hit
metal_hit - Metal hit
usurpation_hurt - Usurper destroyer hurt
usurpation_death2 - Usurper destroyer death 1
usurpation_death3 - Usurper destroyer death 2
usurpation_alert - Usurper destroyer warning
usurpation_dying - Usurper destroyer dying
wea_rifle_alt - Alien rifle shoot
wea_energy - Raygun shoot
wea_rail_alt - Heavy railgun shoot
hp_warn - HP at 50%
hp_dead - HP empty
gravitator2 - Antigravity decor soundam_base - Base sound
am_wind - Wind sound
t_switch1 - Switch sound
t_switch2 - Switch sound 2 (default switch sound)
t_switch_denied - Switch denied action sound
t_door1_start - Door start to move
t_door1_stop - Door stoped
body0 - Body action
body1 - Body action 2
body2 - Body action 3
body3 - Body action 4
metal0 - Robot body action
metal1 - Robot body action 3
metal2 - Robot body action 2
metal3 - Robot body action 4
metal_gib - Robot body part broken
steel_low - Vechile effect
steel_med - Vechile effect 2
steel_hor - Robot hanging/Vechile effect 3
steel_hard - Vechile crashenemy_hurt1 - Usurper hurt
enemy_die1 - Usurper death
enemy_alert - Usurper warning
crash_out_of_hp - Proxy dying "Help!"
crash_hurt1 - Proxy hurt 1 "Uf!"
crash_hurt2 - Proxy hurt 2 (Short "Ah")
crash_hurt3 - Proxy hurt 3 "Ha!"
crash_enemy_down1 - Proxy congratulating 1 "Got one!"
crash_enemy_down2 - Proxy congratulating 2 "Fantastic!"
crash_enemy_down3 - Proxy congratulating 3 "Nice"
crash_enemy_spotted1 - Proxy warning 1 "Up there!"
crash_enemy_spotted2 - Proxy warning 2 "Take over"
crash_enemy_spotted3 - Proxy warning 3 "Over here!"
crash_death1 - Proxy death (Long "Ah")
wea1 - Gun fall
wea2 - Gun fall 2
wea_pickup - Gun pickup
wea_mingun2 - Minigun shot
wea_plasmagun - Plasmagun shot
wea_pistol - Pistol c-01p shot
wea_real_rifle - Assault Rifle CS-RC shot
wea_gl - Grenade Launcher shot
wea_mingun - Unknown gun shot
barrel - Barrel explosion
barrel2 - Barrel explosion 2
explode_underwater - Explosion on water
water_splash1 - Water splash
water_splash2 - Water splash 2
water_splash3 - Water splash 3
explode - Explosion
explode2 - Explosion 2
wea_evil_shot - CS-BNG launch
fail_shot - Bullet's collision with wall
glass1 - Barrel hit
glass2 - Barrel hit 2
chat - Chat sound
capsule_hit1 - Capsule hit
capsule_hit2 - Capsule hit 2
walker_step - Hound Walker stepswalker_die - Hound Walker's death
mission_done - Mission done
team_switch - Team switch
coolbuddy2 - Coolbuddy's introgrenade_act - Grenade almost to explode
explode_bfg - CS-BNG Explosion
test_sound - Vechile rocket launcher reload
sou_blade_swing1 - Swords
sou_blade_swing2 - Swords 2
sou_blade_swing3 - Swords 3
step1 - Steps
step2 - Steps 2
step3 - Steps 3
step4 - Steps 4
robo_step1 - Robot steps
robo_step2 - Robot steps 2
robo_step3 - Robot steps 3
robo_step4 - Robot steps 4
corvett_die - Corvette's death
drone_die - Drone's death
box_die - Crate open
nade_throw - Grenade throw
hint_appear - Hint ON
hint_disappear - Hint OFFship_incoming - Noir Lime's ship coming
ship_explosion - Ship explosion
gameplay_song - Gameplay song
main_song - Main song
slow_down - Slow motion sound
slow_up - Normal motion sound
noir_die - Noir Lime's death
plasma_explosion - Plasmagun hit
metal_hit - Metal hit
usurpation_hurt - Usurper destroyer hurt
usurpation_death2 - Usurper destroyer death 1
usurpation_death3 - Usurper destroyer death 2
usurpation_alert - Usurper destroyer warning
usurpation_dying - Usurper destroyer dying
wea_rifle_alt - Alien rifle shoot
wea_energy - Raygun shoot
wea_rail_alt - Heavy railgun shoot
hp_warn - HP at 50%
hp_dead - HP empty
gravitator2 - Antigravity decor soundam_base - Base sound
am_wind - Wind sound
t_switch1 - Switch sound
t_switch2 - Switch sound 2 (default switch sound)
t_switch_denied - Switch denied action sound
t_door1_start - Door start to move
t_door1_stop - Door stoped
body0 - Body action
body1 - Body action 2
body2 - Body action 3
body3 - Body action 4
metal0 - Robot body action
metal1 - Robot body action 3
metal2 - Robot body action 2
metal3 - Robot body action 4
metal_gib - Robot body part broken
steel_low - Vechile effect
steel_med - Vechile effect 2
steel_hor - Robot hanging/Vechile effect 3
steel_hard - Vechile crashenemy_hurt1 - Usurper hurt
enemy_die1 - Usurper death
enemy_alert - Usurper warning
crash_out_of_hp - Proxy dying "Help!"
crash_hurt1 - Proxy hurt 1 "Uf!"
crash_hurt2 - Proxy hurt 2 (Short "Ah")
crash_hurt3 - Proxy hurt 3 "Ha!"
crash_enemy_down1 - Proxy congratulating 1 "Got one!"
crash_enemy_down2 - Proxy congratulating 2 "Fantastic!"
crash_enemy_down3 - Proxy congratulating 3 "Nice"
crash_enemy_spotted1 - Proxy warning 1 "Up there!"
crash_enemy_spotted2 - Proxy warning 2 "Take over"
crash_enemy_spotted3 - Proxy warning 3 "Over here!"
crash_death1 - Proxy death (Long "Ah")
wea1 - Gun fall
wea2 - Gun fall 2
wea_pickup - Gun pickup
wea_mingun2 - Minigun shot
wea_plasmagun - Plasmagun shot
wea_pistol - Pistol c-01p shot
wea_real_rifle - Assault Rifle CS-RC shot
wea_gl - Grenade Launcher shot
wea_mingun - Unknown gun shot
Barrels
bar_orange - yellow barrel, low explosion
bar_blue - blue barrel, medium explosion
bar_red - red barrel, large
bar_green - Glitched "box
bar_blue - blue barrel, medium explosion
bar_red - red barrel, large
bar_green - Glitched "box
Tips of making map
1. Do not let the appearance of too many of the characters on the screen, as this may cause a drop in performance in some cases.
2. Do not place too many walls on the map, but rather separate the level by few maps. This will speed up loading of each map, as well as raise perfomance during the game.
3. Do not use too thin walls. Some of the players and objects may go through them, especially if the quality of the physical calculations at options of the player set to LOW.
4. Try to avoid imposition of water areas, because these places will not look good.
5. Try to place the walls so that they overlap each other (!) Otherwise, between the walls will be drawn a distinction and, moreover, between these walls will fall fast moving objects (weapons, grenades, and even the players).
6. Try not to place the field of water over the walls and always put the background behind the water sites. This will help your map look better.
7. Allies on your map in case of following the player will only move left or right, if possible, jumping / crouching to reach player, but
they will not build more hard ways (than linear) to reach their target.
8. On your map, like in single player, computer controlled Characters are able to change their weapons to more suitable for a particular situation depending on such factors as distance to the enemy, weapon's damage, frequency of fire, the spread and current status (loaded / not loaded as in the case with the railgun lite, Proxy's shotgun and rocket launcher).
9. To make the sky beyond the map do not distract the attention of the
players, hide it with walls.
10. Play more with lighting, lighting effects, sky light can be created with Flare-free lamp of low power, located along the perimeter of the sky line at regular intervals (eg 200 px).
11. Keep away more than 4 lamps which have the Flare effect from appearing at one screen.
12. On maps designed for Multiplayer Deathmatch mode add several (1 for small arenas, 3 for big arenas)
complete sets of heavy weapons (rocket launcher, railgun, bng) and several (one per player, or more if your arena is enough big)
low-grade weapons (pistols, rifles, maybe defibrillators).
13. In this version of the game in Multiplayer maps does not make sense to place computer controlled enemies, allies, barrels or vehicles. They will be removed, and the triggers associated with them, can cause errors during the game.
14. Connect your singleplayer levels with help of trigger's 50 action type. You can also display notifications to players with help of trigger's action type 42.
15. Do not make Multiplayer maps too large. Players can very easily get confused or lost on them. And leave it durning 10 seconds. And it always good to make your map look good.
2. Do not place too many walls on the map, but rather separate the level by few maps. This will speed up loading of each map, as well as raise perfomance during the game.
3. Do not use too thin walls. Some of the players and objects may go through them, especially if the quality of the physical calculations at options of the player set to LOW.
4. Try to avoid imposition of water areas, because these places will not look good.
5. Try to place the walls so that they overlap each other (!) Otherwise, between the walls will be drawn a distinction and, moreover, between these walls will fall fast moving objects (weapons, grenades, and even the players).
6. Try not to place the field of water over the walls and always put the background behind the water sites. This will help your map look better.
7. Allies on your map in case of following the player will only move left or right, if possible, jumping / crouching to reach player, but
they will not build more hard ways (than linear) to reach their target.
8. On your map, like in single player, computer controlled Characters are able to change their weapons to more suitable for a particular situation depending on such factors as distance to the enemy, weapon's damage, frequency of fire, the spread and current status (loaded / not loaded as in the case with the railgun lite, Proxy's shotgun and rocket launcher).
9. To make the sky beyond the map do not distract the attention of the
players, hide it with walls.
10. Play more with lighting, lighting effects, sky light can be created with Flare-free lamp of low power, located along the perimeter of the sky line at regular intervals (eg 200 px).
- Re-phrased, remove if not liked
11. Keep away more than 4 lamps which have the Flare effect from appearing at one screen.
12. On maps designed for Multiplayer Deathmatch mode add several (1 for small arenas, 3 for big arenas)
complete sets of heavy weapons (rocket launcher, railgun, bng) and several (one per player, or more if your arena is enough big)
low-grade weapons (pistols, rifles, maybe defibrillators).
13. In this version of the game in Multiplayer maps does not make sense to place computer controlled enemies, allies, barrels or vehicles. They will be removed, and the triggers associated with them, can cause errors during the game.
14. Connect your singleplayer levels with help of trigger's 50 action type. You can also display notifications to players with help of trigger's action type 42.
15. Do not make Multiplayer maps too large. Players can very easily get confused or lost on them. And leave it durning 10 seconds. And it always good to make your map look good.
Engine Marks
- Game engine modificators.
- Mark -Type of modifier.
- Parameter - Parameter which can be needed in some of modification types.
Mark parameter can be:
sky - Defines sky texture. Parameter of engine mark Can be:
1 - Purple cloudy sky (default background).
2 - Bright sunny sky.
3 - Absolutely white.
4 - Absolutely black.
5 - Black with stars.
6 - Orange sunset.
shadowmap_size - Size of shadow map grid, in pixels. Larger value = worster shadows and faster loading, smaller value = best shadows and slower loading. Loading will be aborted in case of too long loading (15 sec). Speed of loading at different computers can be different. At computers of players who have calculations quality set to "LOW" (by default) this size will be multiplyed by 2. Recomended not to change default shadow map size if you dont understand it.
casual - Enables Casual Mode (not strong). Player will be able to switch between allied characters with tab key. Game will not ends till whole team die. Not for Multiplayer.
nobase - Replaces computerized environment noise with wind environment noise.
game2 - Alternate gameplay.
strict_casual - Enables Strong Casual Mode. Enables ability to change Player with Tab key. Mission will be terminated on complete death (limb lost) of any of allied main heroes, not for Multiplayer.
no_auto_revive - Disallows usage of defibrillators by allies.
meat - Enables ragdoll dissaper even if player's Effects Quality set to HIGH in options. Required if your map generates enemies eternaly.
hero1_guns - Creates equipment of main hero. All created guns will have "For team" parameter equal to value of Parameter of Engine Mark.
hero2_guns - Creates equipment of hero Proxy. All created guns will have "For team" parameter equal to value of Parameter of Engine Mark.
hero2_guns_nonades - Creates same equipment as hero2_guns but with no grenades.
hero2_guns_nades - Creates same equipment as hero2_guns but only grenades.port_nade_count - Creates a stack teleporting grenades that can have a set amount defined by the Mark.he_nade_count - Creates a stack of regular grenades that can have a set amount defined by the Mark.nopsi - Disables psi swords at mission start. Swords can be enabled again with trigger's action 49 and parameter 'A' equal to 1.(you have to put it somewhere up so it works)
gamescale - Sets game camera's zoom to value defined at Parameter of Engine Mark, in percents
- Mark -Type of modifier.
- Parameter - Parameter which can be needed in some of modification types.
Mark parameter can be:
sky - Defines sky texture. Parameter of engine mark Can be:
1 - Purple cloudy sky (default background).
2 - Bright sunny sky.
3 - Absolutely white.
4 - Absolutely black.
5 - Black with stars.
6 - Orange sunset.
shadowmap_size - Size of shadow map grid, in pixels. Larger value = worster shadows and faster loading, smaller value = best shadows and slower loading. Loading will be aborted in case of too long loading (15 sec). Speed of loading at different computers can be different. At computers of players who have calculations quality set to "LOW" (by default) this size will be multiplyed by 2. Recomended not to change default shadow map size if you dont understand it.
casual - Enables Casual Mode (not strong). Player will be able to switch between allied characters with tab key. Game will not ends till whole team die. Not for Multiplayer.
nobase - Replaces computerized environment noise with wind environment noise.
game2 - Alternate gameplay.
strict_casual - Enables Strong Casual Mode. Enables ability to change Player with Tab key. Mission will be terminated on complete death (limb lost) of any of allied main heroes, not for Multiplayer.
no_auto_revive - Disallows usage of defibrillators by allies.
meat - Enables ragdoll dissaper even if player's Effects Quality set to HIGH in options. Required if your map generates enemies eternaly.
hero1_guns - Creates equipment of main hero. All created guns will have "For team" parameter equal to value of Parameter of Engine Mark.
hero2_guns - Creates equipment of hero Proxy. All created guns will have "For team" parameter equal to value of Parameter of Engine Mark.
hero2_guns_nonades - Creates same equipment as hero2_guns but with no grenades.
hero2_guns_nades - Creates same equipment as hero2_guns but only grenades.port_nade_count - Creates a stack teleporting grenades that can have a set amount defined by the Mark.he_nade_count - Creates a stack of regular grenades that can have a set amount defined by the Mark.nopsi - Disables psi swords at mission start. Swords can be enabled again with trigger's action 49 and parameter 'A' equal to 1.(you have to put it somewhere up so it works)
gamescale - Sets game camera's zoom to value defined at Parameter of Engine Mark, in percents
A NPC clone or enemy
AUTO Enemies are Computer control Enemies.A lot of people ask me how to create it.I will show you at here.
If you want 16 players game for Example,create the 17th Player but set the Max Players to 16.The 17th Player will be Enemy.Name it:#hero1
You can change Health,Character of the Enemy.
Then create a Trigger and a Region.
Name the Trigger:#clonemachine
Action 1 Type:23
Action 1 Param A:#hero1 (Name of the Character)
Action 1 Param B:250 (Health of the Character)
Action 2 type:28
Action 2 Param A:#hero1
Action 2 Param B:#clonehere01 (Region that will clone Enemy)
Name the Region :#clonehere01
If you want it to Auto Clone Enemy,create a Timer.
Name it:#timer1
Enable:Yes
Max Call:99999
Target:#clonemachine
Delay:90 (30 =1 second)
Ok,its done.Now you have some NPC Enemy.
Explanation:At the start of the map,Timer will count and clone Enemies at the Region.
If you want 16 players game for Example,create the 17th Player but set the Max Players to 16.The 17th Player will be Enemy.Name it:#hero1
You can change Health,Character of the Enemy.
Then create a Trigger and a Region.
Name the Trigger:#clonemachine
Action 1 Type:23
Action 1 Param A:#hero1 (Name of the Character)
Action 1 Param B:250 (Health of the Character)
Action 2 type:28
Action 2 Param A:#hero1
Action 2 Param B:#clonehere01 (Region that will clone Enemy)
Name the Region :#clonehere01
If you want it to Auto Clone Enemy,create a Timer.
Name it:#timer1
Enable:Yes
Max Call:99999
Target:#clonemachine
Delay:90 (30 =1 second)
Ok,its done.Now you have some NPC Enemy.
Explanation:At the start of the map,Timer will count and clone Enemies at the Region.
A pusher that can push you up and down like space
Just put Speed Y -0.45
How to make a No Oxygen room
Easy just make a red background 6
and then put a pusher damage 1-20
and then put a pusher damage 1-20
How to move a gun on a certain region
Easy make a gun name it #gun1
Next Make a trigger name #trigger1
and then max calls 1
and then Param A #gun1
Param B #region1
now lastly make a region name it region1 and put it where you want the gun will be putted if it is gone
Next Make a trigger name #trigger1
and then max calls 1
and then Param A #gun1
Param B #region1
now lastly make a region name it region1 and put it where you want the gun will be putted if it is gone
How to change the speed of the door?
Easy
First make a door region and trigger
Name the door #door1
Name the trigger #trigger1
And then max calls 1
Param A #door1
Param B Value you want to change of the speed of the door
First make a door region and trigger
Name the door #door1
Name the trigger #trigger1
And then max calls 1
Param A #door1
Param B Value you want to change of the speed of the door