Mika's forum for custom skins: http://aotskins.com/
Custom Map Instructions:
Basic Tutorial:
- Press the toggle-cursor button (default X) to switch between movement-mode and cursor-mode.
- Place objects in the map editor. A script is generated on the left-side of the GUI and can be viewed by clicking the "view script" button.
- Press the "Copy to Clipboard" button to copy the script, and then save it in a text-editor such as Notepad or Microsoft Word. Formatting may be lost but it should not matter.
- Create a multiplayer game and select CUSTOM in the level drop-down box. Your game will now be designated as a custom game and you can load custom scripts.
- Copy and paste the script you saved to your computer into the box under "Map" in the GUI, and restart your game. The script will also save to your settings if you choose to.
- In Editor mode, you can paste scripts back into the "Import" box and clicking apply if you want to edit an existing custom level.
- Press the toggle-cursor button (default X) to switch between movement-mode and cursor-mode.
- Place objects in the map editor. A script is generated on the left-side of the GUI and can be viewed by clicking the "view script" button.
- Press the "Copy to Clipboard" button to copy the script, and then save it in a text-editor such as Notepad or Microsoft Word. Formatting may be lost but it should not matter.
- Create a multiplayer game and select CUSTOM in the level drop-down box. Your game will now be designated as a custom game and you can load custom scripts.
- Copy and paste the script you saved to your computer into the box under "Map" in the GUI, and restart your game. The script will also save to your settings if you choose to.
- In Editor mode, you can paste scripts back into the "Import" box and clicking apply if you want to edit an existing custom level.
Editor Instructions:
Most of the editor should be straightforward.
- Instantiating an object will freeze your camera, and movement keys will instead apply to the object. You can then place the object (default Space) or delete it (default backspace),after which movement will return to your camera.
- Toggle Cursor: Pressing this button (default X) will toggle between cursor and movement mode. In movement mode, you can travel across the map and rotate your camera. In cursor mode, you can select buttons or objects to place, and change other settings.
- While in cursor mode, you can (left) click on placed objects to re-select and re-position or delete them.
Most of the editor should be straightforward.
- Instantiating an object will freeze your camera, and movement keys will instead apply to the object. You can then place the object (default Space) or delete it (default backspace),after which movement will return to your camera.
- Toggle Cursor: Pressing this button (default X) will toggle between cursor and movement mode. In movement mode, you can travel across the map and rotate your camera. In cursor mode, you can select buttons or objects to place, and change other settings.
- While in cursor mode, you can (left) click on placed objects to re-select and re-position or delete them.
Titan Spawning:
- Random Titan # - this is the number of randomly spawned titans on the map. The absolute minimum is 1 titan, otherwise the game will end prematurely. Integers only.
- Titan Spawn Cap - the max amount of titans before spawners will pause. The absolute maximum is 30 titans. Integers only.
- Spawn Points - these determine where the RANDOM titans will spawn.
It is recommended that you use at least 3 or 4 Spawn Points to prevent titans from spawning inside of buildings or other objects.
- Spawners - these are independent spawners that will instantiate their own titans based on determined settings
- Spawn Timer - how long the spawner takes to instantiate a titan in seconds. A spawn timer of 30 will spawn a titan after 30 seconds. Decimals or integers only.
- Endless Spawn - If activated, the spawner will continuously instantiate titans without waiting for the round to end. A spawn timer of 30 with endless spawn enabled will spawn a titan every 30 seconds.
Spawn timers and Endless spawn apply individually to the spawners you place, you can have unique settings for each one.
- Random Titan # - this is the number of randomly spawned titans on the map. The absolute minimum is 1 titan, otherwise the game will end prematurely. Integers only.
- Titan Spawn Cap - the max amount of titans before spawners will pause. The absolute maximum is 30 titans. Integers only.
- Spawn Points - these determine where the RANDOM titans will spawn.
It is recommended that you use at least 3 or 4 Spawn Points to prevent titans from spawning inside of buildings or other objects.
- Spawners - these are independent spawners that will instantiate their own titans based on determined settings
- Spawn Timer - how long the spawner takes to instantiate a titan in seconds. A spawn timer of 30 will spawn a titan after 30 seconds. Decimals or integers only.
- Endless Spawn - If activated, the spawner will continuously instantiate titans without waiting for the round to end. A spawn timer of 30 with endless spawn enabled will spawn a titan every 30 seconds.
Spawn timers and Endless spawn apply individually to the spawners you place, you can have unique settings for each one.
Object Settings:
- Scale Multipliers: This defines how large the object is, based on length width and height. Decimals or integers only.
- Material: The default texture of the object.
- Color: Applies a color tint to the object.
- Tiling: Defines how often the material repeats itself across the object. Higher tiling settings will have increased texture definition, useful for scaling textures to larger objects. Decimals or integers only.
- Scale Multipliers: This defines how large the object is, based on length width and height. Decimals or integers only.
- Material: The default texture of the object.
- Color: Applies a color tint to the object.
- Tiling: Defines how often the material repeats itself across the object. Higher tiling settings will have increased texture definition, useful for scaling textures to larger objects. Decimals or integers only.
Racing:
- Race Start region is a collider that disappears after 20 seconds, similar to the one in Akina.
- Race End will end the game upon being entered.
- Racing mode must be enabled in the custom map for Race Start & Race End to be used.
- Kill Regions will kill any players that enter. This may be used in any gamemode.
- Checkpoint regions will refill gas & set the player's spawn point. This may be used in any gamemode.
- Race Start region is a collider that disappears after 20 seconds, similar to the one in Akina.
- Race End will end the game upon being entered.
- Racing mode must be enabled in the custom map for Race Start & Race End to be used.
- Kill Regions will kill any players that enter. This may be used in any gamemode.
- Checkpoint regions will refill gas & set the player's spawn point. This may be used in any gamemode.
Regions:
Regions have three components: Size, location, and name. They CANNOT be rotated. The name as set in the map editor is used in custom scripting to identify regions.
Regions have three components: Size, location, and name. They CANNOT be rotated. The name as set in the map editor is used in custom scripting to identify regions.
Custom Scripting:
This is defined in the 'custom logic' tab. You should type it out in notepad or Microsoft Word first. See http://www.mediafire.com/view/4oooma8gx39ovkh/Triggers.docx for an overview on how to use it.
This is defined in the 'custom logic' tab. You should type it out in notepad or Microsoft Word first. See http://www.mediafire.com/view/4oooma8gx39ovkh/Triggers.docx for an overview on how to use it.
Optimization:
- Avoid using "Tiling" other than the default 1:1 setting. Changing the tiling will change the material of the object & increase draw calls.
- More objects = more lag, avoid placing random crap
- Avoid using "Tiling" other than the default 1:1 setting. Changing the tiling will change the material of the object & increase draw calls.
- More objects = more lag, avoid placing random crap
Credits:
- Tree 2 designed by Ken P.
- Tower 2 & House5 designed by Matthew Santos
- Cannon retextured by Mika
- Arena1, Arena2, Arena3, & Arena4 designed by Gun
- House7, House8, House 9, Statue1, Statue2, Wall1, Wall2, Wall3, Wall4, CannonWall & CannonGround created by Meecube
- CannonWall & CannonGround textured by bellfox
- Tree 2 designed by Ken P.
- Tower 2 & House5 designed by Matthew Santos
- Cannon retextured by Mika
- Arena1, Arena2, Arena3, & Arena4 designed by Gun
- House7, House8, House 9, Statue1, Statue2, Wall1, Wall2, Wall3, Wall4, CannonWall & CannonGround created by Meecube
- CannonWall & CannonGround textured by bellfox