Code: Show/Hide [Boxes] // Portals should be near the respawn area: bot warps players from here to the duel box // Erase the boxes you don't need, 0-7 are supported // Syntax: 0=x1 y1 x2 y2 x3 y3 x4 y4 x5 y5 x6 y6 name // source portal | | | // first drop | | // second drop | // box rectangle // || || || | 0=508 488 511 494 290 138 432 280 285 133 437 285 1 - North-West |
Code: Show/Hide [Box1]
Portal= FirstDrop= SecondDrop= Box= |
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duel.dll build 1 Warnings: If you decide to let the bot manage doors to indicate locked duel boxes (recommended), the bot REQUIRES SYSOP. About: Hosts 1v1 duels. Players cannot interfere with duels. Resets ships in safety zones. Does not require players to learn bot !commands. Does not keep score. Players decide how scores work, when kills are disqualified, etc. Installation: Copy duel.dll and duel.ini to your MERVBot folder. In spawns.txt, use duel.dll instead of blank. In arena settings: [+] optional: have the server allocate one player per team. Why? Because duels are 1v1, there is no reason to have teams. [+] optional: disallow player attaching. Why? Players could otherwise jump into another pair's duel. If you want to allow players to duel as turrets, skip this step. {+} Make players spawn directly in the center. Why? There can be only one portal gate for each duel box, so the gates should be centrally located. Ergo, the players should also be centrally located, so they can easily get to the gates. A safety zone in the center would be a good idea. In the map: {+} Create one portal gate for each duel box. Each gate should use a different door tile type. The gates should be rectangular, and labelled with the name of the duel box they connect to. They should be outside of the duel boxes. Why? When players enter a gate, they are warped to the associated duel box. If the duel box is full, the gate's door tiles will be illuminated. The gate area is rectangular, so the door tiles should be the same shape. Labels are important so players can call others to their box. NOTE: Only one gate for each duel box is allowed, DO NOT set up your duel.ini such that more than one entry links to the same place. {+} Create your duel boxes. They must be generally rectangular in shape. Place them far from the central respawn area. Why? This is a limitation of the bot, which is unlikely to change. Rectangles are a convenient way to describe the structures in duel.ini {+} Boxes are enclosed. There should be no way to fly out of each duel box. Why? If a player is outside of a duel box, the box is re-opened for other players. {+} Put at least a 3x3 square of safety tile under where you want players to be transported when they enter the box. Create two of these regions and place them at opposite ends of the duel box, preferably in corners. Why? Players could be spawn-killed easily without these areas. They'll be warped to these drop points when they enter a portal gate. Testing indicates that players prefer drop points to be located in box corners, though this is not necessary. In duel.ini: 1) Delete the example lines starting with #=. For each duel box: 2) Create a line starting with the door tile value. How to get the door tile value? The door tile value can be found in SSME by clicking the dropper tool and clicking a door tile used by one of the portal gates. In the "Tileset" window, the appropriate door tile will be selected. The number of tiles from the selected tile and the first door tile is the number you should start with. This number should be in the range of 0 to 7. 3) Press '=' and type the x y coordinates of the upper left tile in the portal gate. Then type the x y coordinates of the lower right tile in the portal gate. Separate each coordinate by white space. Example: #=x y x y 0=100 120 150 170 4) Type the x y coordinates of the first and second drop points. These are the areas where players are dropped in the duel box. Again, separate with white space. Example: #=x y x y x y x y 0=100 120 150 170 110 130 140 160 5) Type the x y coordinates of the upper left bound of the duel box. Then type the x y coordinates of the lower right bound of the duel box. You should go slightly outside of the actual bounds of the duel box, because laggers may drift outside the box in the bot's eyes. 6) Type the name of the duel box. Ideally this would include a name, a direction in which to find its portal, and an informal name. Example: 0= ... 1 North - Bumpy Box 7) Repeat from #2 for each duel box. Now you are ready to use the bot! |
Cyan~Fire wrote: | |
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Code: Show/Hide [Box1]
Portal= FirstDrop= SecondDrop= Box= |
Code: Show/Hide // Duel boxes should have no exits and fit within a rectangle
[Boxes] // Portals should be near the respawn area: bot warps players from here to the duel box // Erase the boxes you don't need, 0-7 are supported // Syntax: 0=x1 y1 x2 y2 x3 y3 x4 y4 x5 y5 x6 y6 name // source portal | | | // first drop | | // second drop | // box rectangle 0=510 489 513 493 424 256 599 417 415 245 710 485 1 North - Regular 2=510 531 514 535 424 610 599 771 409 595 609 782 2 South - Regular |
Code: Show/Hide 510 489 513 493 |
Code: Show/Hide // Duel boxes should have no exits and fit within a rectangle
[Boxes] // Portals should be near the respawn area: bot warps players from here to the duel box // Erase the boxes you don't need, 0-7 are supported // Syntax: 0=x1 y1 x2 y2 x3 y3 x4 y4 x5 y5 x6 y6 name // source portal | | | // first drop | | // second drop | // box rectangle 0=467 482 511 545 197 508 305 509 415 245 710 485 Duel Box 1 1=510 531 514 535 424 610 599 771 409 595 609 782 Duel Box 2 |
Code: Show/Hide // Duel boxes should have no exits and fit within a rectangle
[Boxes] // Portals should be near the respawn area: bot warps players from here to the duel box // Erase the boxes you don't need, 0-7 are supported // Syntax: 0=x1 y1 x2 y2 x3 y3 x4 y4 x5 y5 x6 y6 name // source portal | | | // first drop | | // second drop | // box rectangle 0=491 510 496 513 198 509 306 511 196 471 310 550 Duel Box 1 1=527 510 532 513 828 510 721 511 716 467 833 552 Duel Box 2 |