amateurgamer Posted Wednesday at 05:29 Share Posted Wednesday at 05:29 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 Wednesday at 09:58 Share Posted Wednesday at 09:58 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 Wednesday at 11:35 Share Posted Wednesday at 11:35 (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 Wednesday at 12:06 by Asher Link to comment Share on other sites More sharing options...
amateurgamer Posted yesterday at 00:41 Author Share Posted yesterday at 00:41 (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 yesterday at 00:41 by amateurgamer Link to comment Share on other sites More sharing options...
Asher Posted yesterday at 00:53 Share Posted yesterday at 00:53 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...
Free Fire Posted 1 hour ago Share Posted 1 hour ago Your understanding is mostly on the right track. The XML handles a lot of the scenario and entity configuration, while JavaScript is used for triggers and scripted events such as waves and other gameplay actions. I’d recommend checking the scenario and map-making tutorials on the Wildfire Games forum, as they cover setting up mods and working with Atlas and scenario files. That should give you a good starting point before experimenting further with your own scenario. Link to comment Share on other sites More sharing options...
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