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Planetary Annihilation Maps: Difference between revisions
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= | = Planetary Annihilation Titans & Classic Maps = | ||
System (map) pas files are JSON. | System (map) pas files are JSON. | ||
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Remaining four landing zones are available with 3 or more players. | Remaining four landing zones are available with 3 or more players. | ||
== | == Landing Zone Allocation == | ||
If there are not enough landing zones for the number of armies then random landing zones will be created. | If there are not enough landing zones for the number of armies then random landing zones will be created. | ||
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Landing zones are currently allocated to armies in army / landing zone order. | Landing zones are currently allocated to armies in army / landing zone order. | ||
ie the first available landing zone will be allocated to the first army in slot 1. | ie the first available landing zone will be allocated to the first army in slot 1, 2 to 2, 3 to 3, etc. | ||
Shared teams are considered a single army so will be allocated identically to FFA. | Shared teams are considered a single army so will be allocated identically to FFA. | ||
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Until scenarios are implemented the current recommendation is a separate version of maps for unshared team armies. | Until scenarios are implemented the current recommendation is a separate version of maps for unshared team armies. | ||
== Map Pack Client Mods == | |||
https://forums.uberent.com/threads/rel-client-system-sharing-v2-for-titans-classic.69117/ |
Latest revision as of 08:38, 9 September 2021
Planetary Annihilation Titans & Classic Maps
System (map) pas files are JSON.
System / Map
name | mandatory | string | there is currently no unique identifier for maps |
players | optional | array of two numbers | [minPlayers,maxPlayers] where minPlayers is normally set to number of starting planets so that no player starts alone) |
creator | mandatory | string | system sharing |
description | optional | string | system sharing |
version | optional | string | system sharing |
planets | mandatory | array of planets |
{ "name": "Name", "creator": "palobby.com", "version": "1", "description" : "Description", "planets": [...] }
In the future a unique identifier similar to mods will be added.
Planets
name | mandatory | string | there is currently no unique identifier for planets |
mass | mandatory | integer | |
position_x | mandatory | float | |
position_y | mandatory | float | |
velocity_x | mandatory | float | |
velocity_y | mandatory | float | |
required_thrust_to_move | mandatory | number | 0 or number of halleys required to move planet |
starting_planet | mandatory | boolean | |
planet | mandatory | object | planet spec for procedural generator |
landing_zones | optional | array of landing zone objects | |
metal_spots | optional | array of [x, y, z] locations | |
planetCSG | optional | array of CSG objects |
planet (spec)
planetCSG
landing_zones
list | mandatory | array of [x,y,z] | array of locations |
rules | mandatory | array of landing zone rule objects | for each location |
landing_zone rules
min | mandatory | number | minimum number of armies to enable this location |
max | mandatory | number | maximum number of armies to enable this location |
Example with 6 landing zones around equator and poles.
"landing_zones": { "list": [ [800, 0, 0], [-800, 0, 0], [0, 800, 0], [0, -800, 0], [0, 0, 800], [0, 0, -800] ], "rules": [ { "min": 2, "max": 6 }, { "min": 2, "max": 6 }, { "min": 3, "max": 6 }, { "min": 3, "max": 6, }, { "min": 3, "max": 6 }, { "min": 3, "max": 6 } ] }
The first two landing zones are available for 1v1 on opposite sides. Remaining four landing zones are available with 3 or more players.
Landing Zone Allocation
If there are not enough landing zones for the number of armies then random landing zones will be created.
ie make sure min and max are correct so that lobby highlighting works if there are too many armies.
Landing zones are currently allocated to armies in army / landing zone order.
ie the first available landing zone will be allocated to the first army in slot 1, 2 to 2, 3 to 3, etc.
Shared teams are considered a single army so will be allocated identically to FFA.
ie 2v2 shared is created as 2 armies with 4 players.
Unshared team armies are currently an issue for map makers.
ie 2v2 unshared is created as 4 armies.
Until scenarios are implemented the current recommendation is a separate version of maps for unshared team armies.
Map Pack Client Mods
https://forums.uberent.com/threads/rel-client-system-sharing-v2-for-titans-classic.69117/