amateurgamer Posted 20 hours ago Share Posted 20 hours ago Hi, I wanted to dive in with making a scenario but it's definitely a lot to take in. My scenario is pretty "straightforward." It has a player with some buildings and a few units on a map, and one or two attack waves. From what I've seen, there are three files tied to each scenario: pmp, xml and js. Is the xml the file where I change certain aspects of the game? For instance, maybe I don't want a forge to be buildable. Do I look in the forge template, copy the changed parameter into my xml file and that will overwrite the base game parameter? js is what I'm assuming the scripts and triggers? I'm guess things like the text in the tutorial and attack waves are all done through there? Are there any good guides on getting started with that? Atlas has been pretty intuitive so I think I can learn that through experimentation. Thank you, AG Link to comment Share on other sites More sharing options...
hyperion Posted 15 hours ago Share Posted 15 hours ago pmp is the terrain (heightmap and textures), xml basically says where to place which entity and some other parameters like sun light for example and js is indeed for triggers. pmp and xml you probably only want to edit via Atlas. For triggers best read the scripts for other scenarios and binaries/data/mods/public/simulation/components/Trigger.js for available events. Link to comment Share on other sites More sharing options...
Asher Posted 14 hours ago Share Posted 14 hours ago (edited) The Tower Defense mod has waves, maybe take a look at that for help: https://mod.io/g/0ad/m/tower-defense#description Edited 13 hours ago by Asher Link to comment Share on other sites More sharing options...
amateurgamer Posted 1 hour ago Author Share Posted 1 hour ago (edited) 14 hours ago, hyperion said: pmp is the terrain (heightmap and textures), xml basically says where to place which entity and some other parameters like sun light for example and js is indeed for triggers. pmp and xml you probably only want to edit via Atlas. For triggers best read the scripts for other scenarios and binaries/data/mods/public/simulation/components/Trigger.js for available events. Thanks! That makes a lot of sense! I'll be sure to check other scenarios and binaries then. In addition, I was asking about making changes like structure availability. Is that also something I can edit via Atlas or is that a script thing? 13 hours ago, Asher said: The Tower Defense mod has waves, maybe take a look at that for help: https://mod.io/g/0ad/m/tower-defense#description Thanks for the link! I'll be sure to check it out. Edited 1 hour ago by amateurgamer Link to comment Share on other sites More sharing options...
Asher Posted 53 minutes ago Share Posted 53 minutes ago 8 minutes ago, amateurgamer said: In addition, I was asking about making changes like structure availability. Is that also something I can edit via Atlas or is that a script thing? Do you mean like you can't use certain structure, until something happens? If that's what you mean, I don't know how to do it... Unless, you could somehow give the player a tech with the script, then you could have that structure require that tech. I don't really know 1 Link to comment Share on other sites More sharing options...
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