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Refactoring, done by @Lisk.

Merged deinkoks requested to merge deinkoks-master-patch-88654 into master
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@@ -6,9 +6,6 @@ If you have any questions after reading this tutorial, or feel like its missing
## Metainformationen
### Maintenance
We are curently working on the test server, expect downtimes.
### Disclaimer
This tutorial is "work in progess", hence its worth checking it from time to time since it will be changed and extended continuously.
@@ -60,7 +57,7 @@ To be able to contribute maps to the world, you need to [register an assembly](h
Please store your maps in a git repo of your choice and and notify us in our backend with the URL to clone the repo. Our world infrastructure will then spawn an instance for you and embed the map.
We haven't worked out how maps will be updated, but it is likely that the map will be pulled every few minutes.
We will pull the maps from your git repo on a regular basis. Players need to reload their page to see the newest version (no live-reload).
### Entrypoint / Lobby / Exit
We create central Entrymaps to join the world and lead to the different assembly maps. Please drop us an email via [world@rc3.world](mailto:world@rc3.world) naming your assemblyname, that we can reserve an exitpoint to your assembly. Besides that we would ask you to reserve a spot for an exit back to the lobby maps on your map. Tiles and the address for the jump will be provided by us via mail.
@@ -122,7 +119,7 @@ There are a few special layers which are used for additional features. Except fo
### Start layer
Your map needs a start layer named `start`. All locations in this layer that contain a tile (no matter which) will be spawn points for new players. A random tile of this layer will be selected upon entry if there are multiple tiles. It's best if you push this layer to the bottom of your stack, this way the layers above will cover the start tiles.
Your map needs a start layer named `start`. All locations in this layer that contain a tile (no matter which) will be spawn points for new players. A random tile of this layer will be selected upon entry if there are multiple tiles. It's best if you push this layer to the bottom of your stack, this way the layers above will cover the start tiles.
It's possible to create additional start layers to define more entry points, this for example allows users to jump across the map. These layers work in a similar way as the start layer: Just place tiles anywhere you'd like players to spawn. These layers have no naming requirement, but need the custom property `startLayer` (bool true). The name of this layer will also function as the jump address that is needed for spawning there. E.g. if your map is called `foo.json` and the start layer that you want to jump to is called `bar`, then the jump address/marker is called `foo.json#bar`.
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