Custom-Maps
From Master Sword Wiki
Note: This section is severely out of date. Please refer to the "Custom Content" section of the forum for better information.
If you've mapped for MS, then mapping for Master Sword: Continued is just about the same. The main difference between the two is that we are going to actually give you an FGD and some other miscellaneous help.
Contents |
MSC Map entities
Player Entities
ms_player_begin
The spawn spot for creating a new character. This is only for "start maps", which allow new characters to be created and players to enter unconditionally.
ms_player_spawn
The spawn spot for any player. When the player enters this map from another, he will enter at the ms_player_spawn tied to the msarea_transition that the player came from. The "Link to Transition" property MUST be set to the name of a msarea_transition in the map. If multiple ms_player_spawns at tied to the same transition, the player will spawn at a random ms_player_spawn.
ms_player_spec
This is the spot the player will be when he first joins the server and is selecting his character. Even though the player's screen is black, he will be able to hear sounds around him, so it's best to put this in a place with no sounds. It's also best to put this in the place with the lowest r_speeds. DON'T place this outside of the world. Placement outside of the world in a multiplayer game has strange effects later on (chat text stops showing up, items randomly disappear, etc)
World Entities
msarea_music
When entered, the msarea_music brush entity will stop or play music. To play music, insert the name of the song as a new key and give it the value of 1 Example key: "cave.mid" To stop music, don't add any keys. When touched, the music will immediately stop
NPCs
ms_npc, msnpc_X, msmonster_X
Adds an NPC to the map.
Spawn Area Name:
Refers to a msarea_monsterspawn within which the monster will spawn. If one is specified, the monster is able to respawn. If one isn't specified, the monster will spawn ONCE only in the exact spot it was placed.
Default Script File:
The default script for this NPC. (Only for msnpc_ or msmonster_ entites)
Custom Script File:
Allows you to manually specify a script file for this NPC.
Lives [Requires Spawn Area]:
An monster with a Spawn Area will respawn as long as he has lives left.
0 Lives = infinite respawns
1 Life = 0 respawns (death is permanent)
2 Lives = 1 respawn
etc..
Spawn Area Delay Low/High [Requires Spawn Area]:
A random respawn delay will be choosen between these two values.
Spawn Chance [Requires Spawn Area]:
This is a % chance that the monster will spawn or respawn. If the check fails and the monster doesn't spawn, another check is done after a respawn delay.
Start spawning [Requires Spawn Area]:
Without a Spawn Area, a monster will always spawn upon map start.
When a Spawn Area is specified, this option takes effect.
With Spawn Area - Monster starts spawning whenever the Spawn Area is activated.
Only when triggered - Monster must be individually triggered in order to start spawning
msarea_monsterspawn
A Brush entity that gives NPCs more spawn options. An NPC can only respawn when killed when a msarea_monsterspawn is specified. Monster Spawns can be shared by many NPCs. If there are a lot of NPCs you want to be able to respawn in the same spot, create one Monster Spawn and call it "global". Then set those NPCs to use "global" for the spawn area. Now they'll respawn when killed (if Lives permit).
Monster Spawn Location:
At monster placement - Monsters spawn where they were placed
Random, within box - Monsters spawn within the Monster Spawn Area. The game only uses a simplistic box shape to determine the spawn bounds.
Items
msworlditem_X
A point entity which will spawn a specific item, based on the script choosen. Triggering this entity at any time spawns another copy of the item.
Scripts
After attempting to make a list of the scripts here, and making somethng way too long, I've moved it to another page.
Custom-Scripts
