How to Upload a Map on Wargroove

Menu Map Editor.png

Wargroove'south map editor is a powerful tool which allows players to create and share custom maps.

The map editor was utilized by the developers used to create all encounters in the game (including maps, cutscenes, and the campaign via the campaign editor) - then it'southward actually a consummate featured development toolbox, which is available inside the game for players to use.

Maps created using the map editor can be saved and shared online, cross-platform.

Contents

  • one Basics
  • 2 Tools
  • three Map Backdrop
    • 3.1 Full general Tab
    • 3.2 Resize
    • three.3 Scenario Tab
  • 4 Thespian Properties
    • 4.1 General Tab
    • 4.2 Recruit Tab
    • iv.3 Commanders Tab
  • five Advanced
    • 5.1 Locations
    • 5.2 Cutscene Editor
      • five.2.1 Scene Settings
      • v.2.two Timeline
      • 5.2.3 Text modifiers
    • five.iii Event Editor
      • v.3.ane Triggers
        • five.3.1.1 Trigger Properties
        • five.3.1.two Weather condition
        • v.3.1.three Actions
      • v.3.2 Flags
      • 5.3.3 Counters

Nuts [edit]

A newly created map sail

To open up the map editor select Custom Content on the main menu, then Create, and Map.

This will bring upwardly the map selection screen, list your saved custom maps. Select New Map at the bottom of the window to create a new map.

Initially the map is a blank canvas, with the bare minimum required for it to be playable - two players, each with a commander and a stronghold. Initially it'southward good to make up one's mind what type of map to develop. There are iii map types;

  • Skirmish: A uncomplicated boxing map without whatever scripting, events, or cutscenes available. The win atmospheric condition defeat the enemy commander or capture their stronghold.
  • Scenario: Scenario allows players to zone locations to tie into the Events Editor too equally the Cutscene Editor. They'll requite players the ability to make more advanced scenes and sequences using scripting and logic.
  • Puzzle: Puzzle Maps merely accept one homo player, and demand to be completed in one plow. The rules of this map prioritize strategy - every move counts. A great mode to brand a quick map to challenge friends to endeavor and beat out.

The map type tin can be changed someday in the Map Properties section of the settings menu (ESC). An alert will brandish if the map doesn't meet the requirements of the selected Map Type (eg Missing enough commanders, or missing a map description).

Tools [edit]

Within the map editor a toolbar is fastened to the top of the window. Each toolbar button corresponds to a category of items, areas, or settings.

When a category has been selected, items bachelor to place will exist available in the bottom right editor box. It tin can be expanded by selecting it, then the advisable item can exist chosen and will remain highlighted when toggled. When the box closes, the window will collapse and display what the cursor currently has available to place.

Left clicking places the selected item, correct clicking removes it. Correct clicking will besides clear whatever is on the tile for the selected toolbar category (for example correct clicking while 'Terrain' is selected in the toolbar volition articulate the any terrain type dorsum to Plains).

Toolbar buttons can be selected on the keyboard by using number keys and ESC to display settings.

Icon Name Description
Toolbar Terrain.png Terrain Allows pick of each of the game'due south terrain types. Terrain effects move and unit of measurement defense force, and some units have restrictions on the type of terrain they can travel over.
Toolbar Units.png Units Allows placement of units. The dropdown at the bottom of the option menu toggles which actor the units should exist assigned to, or if they should exist neutral units. Clicking the player button beside the drib downwards cycles through available players.
Toolbar Structures.png Structures Allows placement of structures. The dropdown at the lesser of the pick card toggles which player the structures should be assigned to, or if they should be neutral buildings. Clicking the role player button beside the drib down cycles through available players.
Toolbar Decorations.png Decorations Allows placement of decorative elements. These have no bear on on gameplay or units and are purely aesthetic.
Toolbar Locations.png Locations

(Scenario and Puzzle type maps only)
Allows mapping of invisible areas which can exist named, and so utilized within the Events Editor to trigger events when an action happens inside the location zone.

Toolbar Inspector.png Inspector The inspection tool allows players to look at avant-garde properties for the elements already placed on the map and adapt them.
Toolbar Settings.png Settings The settings button (shortcut ESC) brings upwards the 'Map Properties' card, 'Player Properties', 'Settings' and allows Saving and Exiting the editor.

Map Properties [edit]

Map Properties can be accessed inside the Settings bill of fare. This carte allows management over all aspects of the map - rules, atmospheric condition, music, and Map Blazon.

General Tab [edit]

Field Proper noun Description Options
Map Properties Name.png Name Please selection a name for your map. This will be shown when selecting the map to play, edit, or share.
Map Properties Description.png Description Provide a brief summary of what the map is like
Map Properties Map Type.png Map Blazon Choose the map type. Different map types accept dissimilar rules. Skirmish maps don't take events and cutscenes. Skirmish, Scenario, Puzzle
Map Properties Biome.png Biome Choose the biome for the map. Biomes are only aesthetic, and don't touch on gameplay. Grass, Ice, Desert, Volcano
Map Properties Visibility.png Visibility Clear, Fog of State of war Cull if you want to play with full visibility, or with fog of state of war.
Map Properties Weather.png Weather Choose the weather type for this map. If ready to Random, weather volition cycle randomly during play. Random, Always Sunny, Always Windy, Always Severe
Map Properties Music.png Music Choose which music to play on this map. If prepare to Electric current Player Theme, it volition alter every plough.

Resize [edit]

Adjusting these values changes the size of the map surface area. The number abreast each side is the number of tiles the size will increase from that border of the map.

Scenario Tab [edit]

This tab will only appear if Scenario is the selected Map Type. This allows selection of more advanced map options, like S-Rank turns and income multiplier.

Field Proper noun Description
Map Properties Objective.png Objective Enter the objective for the map. This will be displayed on the overview screen.
Map Properties Can Choose Commander.png Tin cull commander If unticked, the player cannot choose which commander to play with.
Map Properties Joint Defeat.png Joint defeat If ticked, when any player is eliminated, all of their teammates volition as well be eliminated.
Map Properties S Rank Turns.png Due south rank turns The maximum number of turns within which the map can be completed and an S Rank still awarded. Other ranks are computed based on this.
Map Properties Income Multiplier.png Income multiplier Multiply all received income for all players by this number.

Actor Properties [edit]

The player properties menu allows control over what each player can do, which characters they have available, and AI profiles for computer controlled players.

General Tab [edit]

Field Name Clarification Options
Map Properties Commander.png Commander Cull which commanders are bachelor to this role player.
Map Properties Colour.png Colour The default colour for this player
Map Properties Control.png Control Determines if this is a man thespian or AI player. Human, AI
Map AI Profile.png AI profile Choose which AI profile to use. Different profiles carry differently. Aggressive, Balanced, Defensive, Guard, Turtle
Map Properties Team.png Team Cull which team this player belongs to. Players on the same team count as allies. Team one, Squad 2, Team 3, Team 4
Map Initial Gold.png Initial gold Choose how much coin this actor starts with.

Recruit Tab [edit]

This is a checklist of all units. Unchecked units volition not exist available for purchase by this player in their respective recruitment buildings.

Commanders Tab [edit]

This is a checklist of all unlocked commanders. Unchecked commanders will not be available for selection by this player when starting a game.

Advanced [edit]

Locations [edit]

Basic Map Scripting 2 small.gif

Locations are a toolbar option available in Scenario and Puzzle Map Types. There are no locations on Skirmish maps. Locations are available to place when selecting the location category in the toolbar. The option to 'Add together' or 'Edit' locations becomes available in the selection box, and blocks can exist highlighted to designate they are part of that 'zone'.

Locations tin each be named and are brightly colored in the editor to assistance identify them and keep them organized. While playing on a map, location zones go invisible.

Mapped areas exercise not need to exist continued tiles or unique colors. When selected in the location listing, the active location will be highlighted, and the camera volition heart on it. Just similar other placement tools - left clicking maps a tile to the agile location, and right clicking removes it.

Locations tin can be referenced in the Events Editor to be utilized for triggers or deportment. For case, players could map a group of woods tiles as a location - and so set a trigger status (when whatsoever player enters) and action (enemy squad spearmen announced), to make it so if players enter the forest they'll exist ambushed by enemy spearmen.

Locations allow players to take control over the map at a very granular level - and open up a whole new set of rules options.

Cutscene Editor [edit]

Cutscene Editor Guide.gif

The cutscene editor is a fully featured in-game movie maker. Players tin can place 'actors' into scenes, make up one's mind their placement and deportment, and even write their own custom dialog. The same editor was used during development to assemble all the Campaign cutscenes in the game.

After creation, cutscenes can be linked in the Events editor to specific actions or conditions in a map which will trigger them to play.

To access the editor from a map, enter the Settings menu (ESC) and select Cutscene Editor. Within is a list of created cutscenes which can be selected for editing, or a new cutscene can exist created. Inside the editor, you'll see an empty canvas, some play controls at the bottom of the window, and Scene Settings and Timeline buttons at the acme.

Scene Settings [edit]

Scene settings is where the cutscene's proper noun can exist prepare along with the scene background, weather, music and ambience sounds.

Timeline [edit]

The timeline is the backbone of the Cutscene Editor. To open it, select the Timeline button at the pinnacle of the window, and a side panel will appear. Inside, players tin sequence a list of events which dictate every action in the scene - substantially interim every bit the scenes 'script'.

To create a new action select New, and the New Event carte will appear. Each option in this listing has a submenu of customization options. For case, selecting 'Create Actor' brings up a holding menu for the outcome that allows control over what specific unit appears, what faction they belong to, their color, how they move and from which management, emotes, and their filigree slot (position).

Deportment also take a toggle for 'Blocking'. When this is selected the action will 'block' any further events in the timeline from triggering until it has completed. It allows for spacing out of scenes so actors don't walk and talk over one another.

Event Name Description
New Event Create Actor.pngCreate Actor Add a character to the scene. Any unit type or commander can be selected, and settings control over their faction, and colour, how they move in and from which direction, emotes, and their grid slot.
New Event Remove Actor.pngRemove Actor Go out a character added using 'Create Actor'. Settings control how they motility out of the scene and in which direction.
New Event Move Actor.pngMovement Thespian Take a graphic symbol added using 'Create Actor' move within the scene. Settings command how they move, in which management, and what their destination grid slot volition exist.
New Event Add Speech Bubble.pngAdd together Speech Bubble Adds a speech communication chimera above a character. Dialogue, text size, proper noun display, and linked voice acted lines tin be controlled in settings.
New Event Add Narration.pngAdd together Narration Adds a narration banner to the top of the scene. Text and text size can exist controlled in settings.
New Event Attack.pngAssault Select a character to assail another. Settings control which character attacks, who they attack, what grid tile they attack from, how they movement and if the striking animation triggers from the attack.
New Event Pause-Wait.pngPause/Await Pause for a set number of seconds.
New Event Sound Effect.pngSound Event Allows assignment of a sound effect to a tile. Settings control which sound effect to set, and which tile to store it on.
New Event Visual Effect.pngVisual Outcome Allows consignment of a visual event to a tile. Settings command which visual result to ready, blitheness management, and which tile to display it on.
New Event Emote.pngEmote Accept a character emote. Settings control which character, what emote they'll use, and the direction they'll face.
New Event Set Music.pngSet Music Sets a new music runway, information technology will continue over events which follow.
New Event Set Ambience.pngSet Ambience Set ambient nature sounds to play, information technology volition continue over events which follow.
New Event Set Weather.pngSet Atmospheric condition Sets weather for the scene, it will keep over events which follow.
New Event Set Background.pngSet Groundwork Sets the background for the scene, it will go along over events which follow.
New Event Fade In.pngFade In Triggers a fade in from black. Settings control how long the fade takes.
New Event Fade Out.pngFade Out Triggers a fade out to black. Settings control how long the fade takes.
New Event Shout.pngShout Trigger an actor to say a vox acted line which corresponds to their grapheme.
New Event Screen Shake.pngScreen Milkshake Set the cutscene window to shake. Settings control the milkshake X and Y offsets, and the duration of the issue.
New Event Create Prop.pngCreate Prop Places a decorative prop in the scene. Settings control which prop, the direction it faces, and the grid slot.
New Event Destroy Prop.pngDestroy Prop Makes a prop placed using 'Create Prop' disappear.

Text modifiers [edit]

Text modifiers are used by wrapping a text snippet with their tags. For example, to add a wavy effect to the text "Sigrid: Ohhh noo!" your text would look similar [wavy] Sigrid: Ohhh noo! [wavy]

Command Upshot
[short_pause] 0.5 second interruption in text appearing
[long_pause] 1 2d break in text appearing
[wavy] Wavy text. Use it again to end outcome.
[shaking] Words shake. Use it again to end consequence.
[scared] Messages shake. Use it once more to end upshot.
[fast] Text appears fast. Utilise it once again to stop effect.
[slow] Text appears wearisome. Use it once more to stop effect.
[colour:player_red] Change text colour. Available colours are red, bluish, greenish, yellow, royal, cyan, pink, orange, blackness, white and none. To shut color tags, you can blazon [color:r]

Result Editor [edit]

Basic Map Scripting 3 small.gif

The guide Basic Map Scripting gives a quick introduction to the game'south scripting system.

The events editor allows for sequencing actions to code logic into maps. Players can configure triggers which activate specific events (cutscenes, units appear, branching campaign paths, etc). Information technology'south available in the settings menu if the Map Type is prepare to either Scenario or Puzzle under Map Properties.

Triggers [edit]

Triggers are used to implement sequences of actions that happen in response to conditions existence fulfilled by the actor. They're configured as sets of atmospheric condition which cause pre-divers outcomes to occur on the map. When all conditions are met the deportment listed in the trigger will be executed. They can be configured to happen multiple times or simply happen once.

When players open this on any new map they'll see a list of the victory conditions every bit triggers - these can be examined to help understand how the map determines the winner.

Trigger Properties [edit]

Each trigger has a split up configuration - dictating when it should happen, to what players, the conditions which must be met, and finally a list of actions to perform when fix off.

Tab Clarification
Backdrop Basic info about the trigger, and if it should only happen once, once per player, repeat, or happen at the start of the friction match, or stop of match
Players Each ticked actor will be assigned a copy of this trigger, and will be checked in turn. When the game is checking the conditions for a given player or executing the actions for that player, they volition be considered the "current player".
Conditions Trigger conditions will be checked frequently during play. If ALL are fulfilled the trigger volition execute.
Deportment When the trigger is executed, all of the following deportment will be executed, i at a time, in the sequence provided.

Conditions [edit]

A condition properties window, with a provisional argument prepare to be activated when any commander enters a pre-fix surface area

Weather are what determine if a trigger will be activated. There tin exist ane, or multiple, attached to a trigger. For the trigger to actuate ALL atmospheric condition must be met.

Each condition has a backdrop submenu - once selected options tin can be selected to develop a conditional argument. Each option in the properties window has a color, and that colour corresponds to a variable in the conditional statement of the action. Players tin can adjust these values until they've customized the condition to activate exactly when they'd like it to.

Condition Description
Current Turn: Twenty-four hour period Triggers based on the value of the electric current mean solar day
Electric current Plow: Actor Triggers based on the player whose plow it is
Data: Compare Counters Compares two counters.
Information: Counter Triggers based on the value of ane of the map counters.
Data: Map Flag Triggers if a certain map flag is either set up or unset.
Gizmo: Cheque State Checks if gizmos accept the right state.
Actor: Funds Triggers based on a player's current full gold
Player: Number of Opponents Triggers based on the number of opponents a player has in the game.
Player: Victorious Triggers when a role player is victorious.
Unit: Groove Triggers based on the groove of a certain unit
Unit: Health Triggers based on the health of a certain unit of measurement
Unit of measurement: Killed Triggers when a player kills a unit or construction
Unit: Lost Triggers when a player loses a unit or structure
Unit of measurement: Presence Triggers is a certain player has a certain amount of a certain unit in a certain location.
Unit: Visible Triggers when a player can see a unit or structure.
When: Terminate of Turn Triggers at the finish of the turn.
When: Finish of Unit Turn Triggers afterward a unit of measurement has performed its action
When: First of Turn Triggers at the commencement of every turn.

Actions [edit]

An activeness properties window, with a conditional statement set to disable a specific AI player'south Archers

Deportment are what happens when all conditions for a trigger are all met. Triggers tin can have a sequence of actions, and they'll actuate in the order they're listed.

Like conditions, each action has a properties submenu - once selected options can be selected to develop a provisional statement. Each option in the properties window has a color, and that color corresponds to a variable in the conditional argument of the action. Players can conform these values until they've customized the action to practice exactly what they'd like to exercise.

Activeness Description
AI: Set Profile Sets the AI contour.
AI: Set Restriction Sets or removes AI restrictions from units.
Campaign: Add Cutscene Adds a cutscene to exist played at the cease of the battle on the campaign map.
Data: Count Units Counts the number of units owned by a histrion in a location, and stores the value as a counter.
Data: Counter Arithmetic Sets the value of a counter to the combination of values from two counters.
Data: Change Counter Modifies a counter by calculation to it, subtracting from it or setting it to a specific value.
Data: Randomise Counter Sets a counter to a random number in a range
Information: Ready Map Flag Sets or unsets a map flag.
Information: Toggle Map Flag Toggles a map flag.
Information: Transfer Gizmo Country Stores or loads the land of gizmos to/from a flag.
Information: Transfer Gold Stores or loads the gilt information of players to/from a counter.
Data: Transfer Groove Charge Stores or loads the groove charge data of units to/from a counter.
Information: Transfer Wellness Stores or loads the wellness data of units to/from a counter.
Gizmo: Set State Sets the state of gizmos.
Gizmo: Toggle Country Toggles the state of gizmos.
Location: Boolean Operation Combines and modifies locations together.
Location: Re-create Copies the array of tiles used in one location to another.
Location: Move Move a location by a specified (ten,y) pair.
Location: Move to Location Moves a location to be centered on another location.
Location: Move to Unit Moves a location to exist centered on a specific unit.
Map: Change Objective Sets the map objective.
Map: Play Cutscene Plays one of the cutscenes created in the Cutscene Editor
Map: Fix Music Sets the map's music.
Map: Set Weather Sets the weather.
Actor: Change Team Changes a player'south squad, affecting their fidelity with others.
Player: Eliminate Eliminates a player from the game. That player's units dice, and their structures become neutral.
Player: Modify Gilded Modifies a thespian's golden by adding to it, subtracting from it, or setting it to a specific value.
Histrion: Victory Gives victory to a squad. All other teams lose the game.
UI: Centre Camera Centres the camera on a specific location.
UI: Set Location Highlight Highlights a given location.
UI: Show Dialogue Box Triggers a dialogue box for a given graphic symbol.
UI: Bear witness Objective Shows the current objective.
UI: Update Fog of War Updates fog of war.
UI: Expect Waits a specified amount of time.
Unit: Alter Type Changes a unit from one blazon into another.
Unit: Convert to Player Transfers ownership of a unit at a given location from one thespian to another.
Unit: Change Groove Modifies selected commanders' Grove meters by adding to them, subtracting from them, or setting them to a specific value.
Unit: Modify Health Modifies selected units' health past calculation to it, subtracting from information technology, or setting it to a specific value.
Unit: Remove Removes all units or structures of a given type somewhere on the map for a given actor.
Unit of measurement: Set Harm Taken Pct Sets what percentage of damage units will take.
Unit of measurement: Set Plow as Spent Sets a unit every bit having spent its turn or not spent its turn.
Unit of measurement: Spawn Spawns a unit or construction inside a location for a specific role player. Will try to spawn in the centre of a location and volition not happen if in that location is no space for the unit.
Unit: Teleport Teleports a unit from i location to another.

Flags [edit]

Flags tin can exist used by triggers to store binary information. A flag tin be in 1 of two states: set (true) or unset (false).

Players tin can create new flags in this tab to tie into their triggers, name the flags, and ready their default state.

Counters [edit]

Counters tin be used by triggers to shop a value in the grade of a number.

Players can create new counters in this tab to necktie into their triggers, proper noun the counters, and prepare their default value.

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Source: https://wargroovewiki.com/Map_Editor

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