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MapKitDocumentation.txt
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--[[ TRIA.os MAP KIT DOCUMENTATION ]]--
--[[ THIS PUBLIC DOCUMENT BELONGS TO TRIA CORPORATION ]]--
--[[
&#BGGPPPPPPPPGGB#&
&#GGGGB#&&& &&&#BGGGG#&
#GPG#& &#GPG#
#PPB& &BPP#
&GP# #PG&
BPB BPB
GP# #PG
GP& &PG
GP& &PG
#5# #5#
&PG &#BB#& GP&
BP& BPGBBBBGPB &PB
GP &GP/ \PG& PG
PG GP/ \PB GP
PG PG GP GP
PG GP\ /PB GP
GP PP\ /PP PG
BP& BPGPGB BGPGPB &PB
&PG BP# GP PG #PB GP&
#5# BP# GP PG #PB #5#
GP& BP# GP PG #PB &PG
GP& BP# GP PG #PB &PG
GP# BP# GP PG #PB #PG
BPB BP# GP PG #PB BPB
&GP# BP# GP PG #PB #PG&
#GP5B GP PG B5PG#
#GPG#& GP PG &#GPG#
&#GGGGB#&&GP PG&&#BGGGG#&
&#BGGPPP PPPGGB#&
]]
--[[INDEX
A-General
1-Map Functionallity
2-Audio
B-Parts
1-Spawn
2-ExitRegion
3-ExitBlock
4-Walljumps
5-Wallruns
6-Liquids
7-Buttons
8-Button Effects
C-Settings
1-Sliding
]]
--[[SECTION A GENERAL
1 -MAP FUNCTIONALITY-
Every map needs a MapScript, ExitRegion, Spawn, Settings.
A map with buttons will need the buttons to be pressed before ExitRegion can be used.
2 -AUDIO-
Audio MUST be licensed with the composer of that audio and you will need a screenshot/video of your map to prove that the audio you are verifying isn't for nothing.
TRIA.os is not ran for a commercial profit, and the only profit made is through premium users playing the game and will continue like this forever.
Audio now needs to be verified before it can be heard by everyone playing any maps that has that audio in it.
]]
--[[SECTION B PARTS
1 -SPAWN-
Part named Spawn
The point in a map which the players will spawn, with the front of the part (marked by a green label) being where players' camera is heading towards.
2 -EXITREGION-
Part named ExitRegion
When player enters this block, the round is won if all buttons are pressed.
For more than ONE ExitRegion create a Folder or Model named ExitRegion, and all parts within it will be ExitRegion parts.
3 -EXITBLOCK-
Part named ExitBlock
When a player enters ExitRegion, will turn to cancollide on to prevent players from leaving exit.
4 -WALLJUMPS-
Part with the name _WallJump and value _WallJump
Creates a part which can be jumped from.
5 -WALLRUNS-
Part with the name _WallRun and value _WallRun
_WallRun value contains the speed of the wallrun which controls how fast the player will travel on the wallrun and the momentum of the player when jumping out of the wallrun.
Wallruns act as walljumps that move the player towards the local positive X direction.
6 -LIQUIDS-
Part with the name _Liquid
There are three default liquid types, those being "water", "acid", and "lava" which can be changed in the MapScript or a value.
You can assign a part to be liquid by turning cancollide off and assigning a liquid type to it, either using a script or a StringValue.
To set it using a StringValue, add a StringValue to any liquid part, and rename it "Type". Then, set the Value to any liquid type.
To set it using the script, use 'MapLib:SetLiquidType(MapLib.map._Water._Liquid#, "type")'
If you don't assign the liquid type of a liquid, the liquid will break functionality of the swimming system, causing the player to fly up indefinitely.
See C-2 for custom liquids
7 -BUTTONS-
Model named _ButtonXY where X is the number of the button and Y is its path.
Buttons are pressed sequentially, first button will always be pressed first.
I.E _Button1 will be the first button to be pressed and _Button2 will be the second button to be pressed.
Button Paths are for alternate button directions which will be activated at the same time.
I.E two buttons nammed _Button2A and _Button2B will be activated at the same time, pressing one of the buttons disables both.
Group buttons are a type of buttons where 50% of players playing in the map have to press it before it's activated. To make a group button,
insert a StringValue called "Group" inside of a button model.
You can use the default model for buttons or make your own. To make your own button, you can make it any design. However, it is required
that it's in a model called "_Button#", the # being the button number, and there are 2 parts called "Hitbox" and "Light" inside of it,
the hitbox being invisible and having cancollide off.
8 -BUTTON EFFECTS
Part with the value added _DestroyX _ExplodeX _FallX _HideX _ShowX where X is the button's number that needs to be pressed for the effect to happen.
Inbuilt function to allow for parts to be changed without scripting when X button is pressed:
_Destroy - Destroys the part
_Explode - Creates an explosion from the part
_Fall - Makes the part unanchored
_Hide - Hides the part
_Show - Shows the part
]]