doom object bubles
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Doom parkour object buble. Doomfist can diag/bounce or stop against these buble asif they where objects.
editor
- step 1) melee to select the orb, a highlighted orb turns orange
- step 2) Interact to toggle editing mode
- step 3) jump/crouch to change how far the orb is placed
- step 4) primary fire to place the orb at the highlighted location.
implementing in your map
Step 1: enter orb positions
- Write down the vectors on the right side, or copy them from the inspector.
- Enter the orb positions at the rule 'object orb: data' in 'objectorb_locations'.
- Remove the unused orb vectors, or they will mess with your existing orbs.
Step 2: fill in data
- At the rule 'object orb: data', in 'objectorbcp' fill in when the orb should be visible.
- Fill in -1 to make the orb will be usable to on Levels.
- to be on a one Level, fill in Level + 1000 for example lv 5 would be 1005.
- otherwise fill in the checkpoint number.
" note"
You can find the proper checkpoint and level numbers on your map via the inspector
Just go to your checkpoint and look at your player variables
Step 3: copy
- Copy the workshop rules in the copy section at the bottom of this mode.
Step 5: check variables
- 'Grace', 'Checkpoint' and 'Level' player variables need to have the same number as on your map
- 'objectorblocations' and 'objectorbcp' should be on numbers of unused variables.
-
unused variables display white instead of grey in the workshop.
Step 5.5 - only if you need more orbs
- if you have more then 5 object bubles, you have to add more effects in 'object orb: visual'
- copy the last existing buble fx and change the index number
** Step 6: paste**
- just paste it into your map.
Players |
1 - 12
Categories:
Tools
Tags:
doom object bubles
Heroes:
Doomfist
Created at:
Last updated:
Current version:
0.95
Snippet
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