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Ooh.. Look at all those options. Scary isn’t it? Select ‘World Rules’ and page down to ‘Day Length’. Its 0 at the mo - press end, and enter 300 instead. Ding.. you’ve just invented time. (For now, you’ll probably want time frozen until your world is a bit more advanced, so set the Daylength back to 0 and the clock will stop.) |
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Go to your server menu -> Tools -> Texture Selector. This will bring up a dialog showing the list of game textures on the left, and the list of files available for use on the right. Select ‘Auto-terrain 1’ in the left-side window. On the right you should now see a list of files that can be used for this texture, as well as the name of the texture currently being used. Try setting all Auto-terrain surfaces to 'defrock.bmp'. Once changed, as with all model and texture changes, you’ll need to relog your client (i.e. quit the game and restart), to see the difference. (This requirement will be removed in a future version of the game). When you return, you should now have a landscape covered with rocks, rather than grass, rocks and beaches. Not half as nice, so you’ll probably want to change that back now You can add new textures to your server’s folders and players will automatically download the new files when they log in. If you’re feeling creative, perhaps try making (or finding on the web) a few different terrain textures and setting them to different autogen sources. Theres various other methods available for painting on your landscape (covered in more detail elsewhere).. Mucking about with terrain is fun :] |
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Go to your server menu -> Tools -> Model Selector. This is where you choose the graphics used for your vehicles, trees, wildlife etc etc. Select Vehicle 3 on the list on the left- the list on the right should now display the models and textures you have available in your worlds' Data\Models\Vhcls folder. Select the 'uniBiplane1.atm' and 'uniBiplane1.jpg'. Rejoin your world, and your vehicle 3 should now be a biplane. That’s a start, but the thing still won’t fly yet - it looks like a plane but still drives like the vehicle it was before. To make it fly you’ll need to change the settings for the vehicle.. |
| Control Mode : | 2 |
| Air Thrust : | 2000 |
| Speed Lift Ratio : | 4000 |
| Air Drag : | 500 |
| Bank Acceleration : | 700 |
| Pitch Change Max : | 1500 |
| Pitch Change Speed : | 3000 |
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| Graphics -> Robocrow Camera Mode : | 3 (To select a 3d robocrow camera) |
| Graphics -> Crow Scale : | 400 (To zoom the camera in a bit) |
| Subgame -> Robocrow Height Mode : | 2 (To make the robocrows fly lower) |
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Thats a bit more like it :]. Check out the *settings -> Robocrows page and maybe try adjusting a few of the parameters there. Most robocrow settings should be straightforward by now.. speed, acceleration, maxspeed (used when the player is holding shift) etc etc. Getting a good balance of energy, recharge rate and weapon energy costs is one of the keys to a great crow set up - something that'll probably take a lot of playing, tweaking and testing to achieve.
But first.. we've yet to get any weapons on the robocrow, so that'll be our next aim.. On the robocrow settings for crow 1, change the Bomb Type to 4. (The default setup includes a plasma weapon preset to weapon 4.. The next section will explain in more detail how that's done.). Back in the main view, press TAB. We've assigned a weapon to our crow but now apparently 'Weapons are not allowed here'. |
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To allow weapons on your world, you first need to change the global 'Fighting' setting - by default this prevents anyone from using weapons. Go to *settings -> World Rules -> Fighting to 1. Once confirmed, tab in your robocrow should now launch little glowing plasma type weapons.
Before we continue on to adjusting weapon parameters, lets have a brief look at how things like the robocrow subgame can be linked in to the overall gameplay on your world. One simple, often-used option is to give cash rewards to players for killing each other in crows. The main setting that controls this is *settings -> Subgame -> Crow Kill Reward Mode. Check out the settings descriptions for the possible values there. Mode 3 is a good option, that allows you to specify a fixed money value (Subgame -> Crow Kill Cash Prize) taken from any player when they are killed. Its perhaps worth highlighting at this point the implications of some gameplay options. Consider the Kill Reward Mode 1 option - where any robocrow kills are rewarded with a prize from the 'treasury' (Your world's inexhaustable sheckles supply). If you use this setting on a 'serious' economy world, then don't be surprised if your first players spend a lot of time idly killing each other to collect their free cash. You could design your world such that this is all part of the game, but often you, as the game designer, have to limit which options are used to stop players 'abusing' the gameplay. Just one of the many perils of online game design :). |
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