objects: snap to floor follows the engine's cell rule (cell tiles, swap models, then neighbours), alligator, alligator spawner and cow guard spawner schemas with box checks, every way of adding a box walker gives it a box, guard info names the objects that set its event bit, new and moved player starts carry their start camera node (no camera in the llama's head), edit and delete type in the object palettes' context menu
This commit is contained in:
1 parent
01208aa36f
commit
6a76cac69f
34 files changed
+1302
-203
No files matched your search
+1
-1
@@ -158,7 +158,7 @@ public; invisible tile instances are no longer baked into chunks; `History.undoL
|
||||
|
||||
* **New level**: dialog (name, author, base level by name with its loading picture, TestLevel
|
||||
chapter = next free one, template Empty / Flat floor / Island). Templates add brushes, a Llama
|
||||
(camera node 8 cells behind, as levelbuild) and a LevelDoor on a material-16 floor.
|
||||
(one start camera node 2 cells behind, `PlayerStart`) and a LevelDoor on a material-16 floor.
|
||||
* **Open original level**: list "Village – Chapter 1" … "Lab – Chapter 5" (+ unused/front-end WADs)
|
||||
with the CD loading pictures (`OriginalLevels`, `Cor`).
|
||||
* **Save** (`.llamalevel`, default folder `<data>/levels` = listed as mods in LlamaMod), Save as, Open
|
||||
|
||||
Reference in new issue
Block a user