INFO: MAPS

INFO: MAPS

When a mechwarrior falls in battle, what does she leave to legacy?

Moderators: SpikedHelmet, FLOZi, Moderators, Content Developer

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SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1945
Joined: 21 Sep 2004, 08:25

INFO: MAPS

Post by SpikedHelmet » 27 Feb 2011, 23:27

BT:L uses a custom profile system to create positions for Beacons and Outposts that do not rely on metal spots or anything else.

These config files can be found in the /maps/flagConfig/ folder of the main game file and consist of a table listing beacon locations in x and z coordinates.

Any map without a Config will not have Beacons therefore it is important we get configs for as many popular maps as possible. Anyone can create a config for an unsupported map and submit it to us for inclusion.

To create a config file:
  • Open up one of the existing _config.lua files;
  • Start a Spring game on the map you'd like to create Beacons for;
  • When in-game, check the bottom-left corner and you will see two sets of co-ordinates that change as you move your mouse over the terrain. Any particular point will have an X and Z co-ordinate.
  • Copy down the co-ordinates you want Beacons to be into your new profile, save it as "[Exact map name as it appears in the map list in the Lobby or Ingame]_profile.lua", for example DeltaSiegeDry_V2_profile.lua
  • List Of Currently Supported Maps
  • Aberdeen_1.1
  • Apophis_v2
  • Complex_Contact_v3
  • EE-DeltaGlade-v02
  • Eye_Of_Horus_v2
  • Hard_Charge-v1
  • RustyDelta_Final
  • Seths_Ravine_V2 (my personal favorite)
  • Tabula-v4 (Beherith's awesome retexture)
  • Valles_Marineris_v2
  • XantheTerra_v3
I'm too lazy to link them all to their springfiles page.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: MAPS

Post by knorke » 27 Feb 2011, 23:34

Copy down the co-ordinates
You mean with pen & paper? lol. Coordinate Helper Widget http://code.google.com/p/conflictterra/ ... per_Widget
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SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1945
Joined: 21 Sep 2004, 08:25

Re: MAPS

Post by SpikedHelmet » 27 Feb 2011, 23:40

knorke wrote:
Copy down the co-ordinates
You mean with pen & paper? lol. Coordinate Helper Widget http://code.google.com/p/conflictterra/ ... per_Widget
I don't know/care how people copy them down :P And no not pen and paper, alt and tab!
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: INFO: MAPS

Post by Neddie » 28 Feb 2011, 21:36

Pen and paper is really superior.
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Echo419
Posts: 64
Joined: 31 Aug 2010, 14:09

Re: INFO: MAPS

Post by Echo419 » 01 Mar 2011, 03:28

can i get a couple of pictures of maps? im not sure how you want them balanced. (im not too good with lua, looking into it now though)

Looking at doing; Archers valley, Center rock, complex contact, Fields of isis and a couple of others.

mostly small maps, 1v1 or 2v2 (in average games).

I can gather co-ords, just looking at how to work open and edit lua files
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SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1945
Joined: 21 Sep 2004, 08:25

Re: INFO: MAPS

Post by SpikedHelmet » 01 Mar 2011, 13:24

Here is a pic

Image

And its config profile:

Code: Select all

local resources = {
	{
		x = 4082,
		z = 2742,
		feature = nil
	},
	{
		x = 1160,
		z = 2600,
		feature = nil
	},
	{
		x = 6982,
		z = 2600,
		feature = nil
	},
	{
		x = 4093,
		z = 804,
		feature = nil
	},
	{
		x = 4093,
		z = 5151,
		feature = nil
	},
}

return resources
And another:

Image

The white circles are the beacons.
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SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1945
Joined: 21 Sep 2004, 08:25

Re: INFO: MAPS

Post by SpikedHelmet » 01 Mar 2011, 13:24

Also note I've already done one for Complex Contact.
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