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[WZ Editing] Map.wz useful and important information!

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[WZ Editing] Map.wz useful and important information!

Post by Dami on Thu Aug 13, 2009 4:32 am

Every information there is strictly restricted to Map.wz.
------------------------------------

Background
Code:
Now to discuss background related variables: First off there is "bS", "front", "ani", "no", "f", "x", "y", "rx", "ry", "cx", "cy", "type", "a", and "bgm".

"bS":"bS" refers to the name of a group of background related data to apply to the current map at the corresponding coordinates listed in each seperate "back" group. For example: if the value of bS is toyCastle, then the map will use data from "Back\toyCastle" <which includes origin data <"X","Y","z">, image data, animation sequence data <positional coordinates and delay between images <"delay">. The v.58 AOB for bS is FE 5E 56. You can change what bS data is used for each corresponding "back" region of a map. You may for example change toyCastle (FE 5E 56 08 00 F7 48 6A EA 4A 87 26 19 4D 9A 00) to mureung (FE 5E 56 08 00 F9 51 70 E1 6C 93 3B 0A 00). There are some maps that do not utilize a "bS" <usually very small maps such as locker room or small shops that do not need to break down the map into sections. There will be a "FE 5E 56 08 00 00 00", ("front", "ani", "no", "f", "x", "y", "rx", "ry", "cx", "cy", and "type") will all have values of 0, and "a" will usually have a value of255)

"front":I would recommend to NOT touch this at all, especially do not mass edit it. Mass edits to this will make it so you can not see a dang thing you are doing, and will have to navigate around the map using the mini map to even stumble your way around. This will change how each "bS" related .png image is displayed relative to the map. If you "front" the image it will take priority over animations, objects, monsters, footholds, characters, etc. which will then become not visible behind it.

"no":This is another variable you will want to leave alone all together. Mismatching this value will cause the game to just crash immediately after character selection. Only edit it if completely removing a "bS" section and then it will become 0.

"ani":The game often uses the same animation in various locations. The variable "ani" is a toggle for each particular "back" region for how to handle the particular set of "bS" animation data. The basic animation properties for "toyCastle" for instance would be under "Back\toyCastle\ani" and would define an animation sequence including origin coordinates <"X","Y","z">,images, and delays between images <"delay">. You will pretty much want to change all these to a value between -1 and 1 depending on the effect you want. You can safely mass edit this if want: setting a value of ani=0 will set it to its default animations that would normally occur at that "bS" (or background for those areas that are not broken down into various bS sections). The game normally only uses the value of 1 or 0 . 0 is normal color backdrop with normal animation over it layed out per "type" <see explanation of type below>. 1 is black backdrop with normal animations over it (any other positive number is basicly the same effect as 1). -1 looks nearly the same as positive 1(maybe it is just my imagination but it looks slightly faster on some maps with a negative value), and any negative value after that has the same effect as -1.

"type":This determines specifically how the graphics will be displayed within the range specified. This is another one of those values that you really do not want to change unless you are looking for a very screwy effect to occur on each "back" area. There are a little over 20 "type" effects set, so the value here is usually between 0-20. This variable causes the images to be layed down in effects such as <horizontal banding of various sizes, vertical banding, scrolling banding, tiled imaging, various layouts with solid blue or black rectangular cutouts <designed to fit around certain map objects on particular maps, and just looks stupid when used elsewhere as you get these blocked out chunks on your screen.>. I am not going to list them all, though I know what they do <most aren't even worth the amusement of changing to>. Do NOT change type to 4 or 6 <on most maps this vertical banding offect will cause it to crash immediately>. types 5 and 7 are up/down scrolling effects primarily used to give the effect that you are moving in maps like the elevators, etc.

"a":"a" is pretty much a brightness factor for the background <it only effects "back" items <does not effect objects, monsters, characters, footholds, platforms, etc> A value of 0 will make the background completely black <this is different then tiling an animation effect across the map, like I did in original release>, and a value of 255 is full brightness <which is the default value for about 95% of the values>.

"f":"f" is related to image orientation. a value of 0 which is normally used is the standard orientation. a value of 1 flips the background object <"flipped over a y axis">. As far as I can tell you can use any value other then 0 to cause it to flip this way. It doesn't seem to have any other function

Background Motion Effects: Much of the animation you see is just a sequence of changing .png images in an animation sequence with varying delays between each image. Other images however shift around the screen and there motion varies based on whether you are standing still or whether you are moving. To try and achieve effects like walking towards something in the distance in the background (that they want to still show up on the screen but maintain its appearance of staying in the distance): objects will shift at a rate relative to you moving and to you not moving. "cx" & "cy" are used in controlling how moving objects may shift as you move side to side or up and down ("cy" is also utilized in the "life" section and is utilized a little differently when referring to monsters. It can limit how far an agressive monster will follow you). Certain effects are controlled elsewhere though. Weather effects for instance are under MapHelper (most of these need to be "unrandomized" before the normal controls will efffect them(set random=0)). Changing "rx"&"ry" values should be avoided. It causes too many conflicting conditions to happen extremely fast after entering a map, and the game will crash and close.

Delays & Effects
Code:
Delays:I will discuss the various delay values used, where they are and how you will want to change them. You will NOT want to mass edit all the delays. Some delays you will want low, some you will want high, etc. Setting certain delays to 0 will freeze the game right off the bat too during the login maps. Setting other delays too high will cause the game to freeze as well in areas. Being able to mass edit delays over a range of offsets instead of over the whole file becomes extremely useful for manipulating this file. You will need a much better editor to get this functionality however.

"Effect":within this block you will find popup effects for various PQs.
The faster it displays, the faster you get through it, and the faster you can get out and back in. Set all these delays to 1.

"MapHelper":There are reasons to change these and reasons to leave them alone. There are some delays here relating to how often positions are updated on the map <for spouse, NPCs, party members, your position>. If you do not rely on this information you might leave it alone and close the window, or just boost some of the delays to reduce lag. There is little reason in my opinion to want to reduce these numbers and have them refresh more often.

Average Maps:There are portal& tooltip delays which are normally set to 0. There is no real reason to edit these.

"Obj\trap":Your various PQ things, and steam, and nature traps, etc are found here. While just changing the "obstacle","damage" and "mobdamage" values to 0 will get you through jump quests. You can chose to edit the delays to make traps sit in place, or take forever to go off, or continue firing rapidly if you find that amusing. Generally I don't bother with changing any delay values here either.

"Obj\login"&"Back\login":They build a ridiculous amount of delays of large amounts of time into the login process. All of these "Title\logo\\delay" & "Title\effect\\delay" values should be dropped to 1. You want to move through the login as soon as possible. The various other delays are mostly for how often the various objects on the screen do silly stuff. They do not need to be dropped down unless you like them moving in super speed for amusement.

"Obj\Guild":if you GPQ a lot you may want to tweak some of the delays in here up or down to your liking.

All the rest of the "Back\"&"Obj\": Most of the backgrounds have there share of animations that you can change the delays on if so chose. All the miscellaneous objects you pass buy <houses, lamp poles, etc> that have effects to them have delays that you can tweak up or down to your liking as well.

Minimaps and such
Code:
Minimaps:Various edits to change the properties of minimaps

"hideMinimap":Many maps intentionally do not display the minimap by default. The value for this is either 0 <show the minimap> or 1 <hide the minimap>. You can safely mass edit this value to force all minimaps to be displayed or be hidden.

Even if the minimap is displayed, does not mean the entire minimap image will be visible at one time. There are many properties of the minimap window that can be adjusted however(these will be found in a subgroup called "miniMap":

"*.png":Every minimap has its own canvas image stored in .png format. This is not a turtorial on extracting images from the file, or modifying them and repacking the file. I'm not going to elaborate further on this here

"width" & "height":You can often be standing at the furthest legit spot in some direction on a map, and still not be able to see certain things that are further on the map. The width and height limit how much of the minimap image will be allowed to be displayed. You can can adjust these in either direction. Reducing it will just leave black color where conceiled and reduce the size of the minimap window itself.

"mag":This is an image magnification variable for the minimap image. A smaller # zooms in real closely and a larger # zooms out far. A very small change in this # makes a big change in magnification.

"centerX" & "centerY": These are used in conjunction with "mag" to align the image so it is visible in the minimap window. If you adjust "mag" you will mostlikely need to adjust these as well to keep the image aligned


Last edited by Dami3n on Thu Aug 13, 2009 4:37 am; edited 3 times in total
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Re: [WZ Editing] Map.wz useful and important information!

Post by Dami on Thu Aug 13, 2009 4:33 am

Portals
Code:
Portals:An overall synopsis of portal variables. Despite popular belief, you can change portal properties and they do have an effect.

"pn":this stands for portal name, and identifies the portal. As of v.59 there are around 1100 unique portal names (there are well over this # of portals as some of the portal names are used in multiple locations.)
A "pn" of "sp" indicates a starting point portal which is a location that you drop into the map from when changing channels and such.

"pt":this stands for portal type. As of v.59 this will be a # from 0 to 11. The following explains the basic properties of each portal type:
0:removes portal image and portal use, but is still a vaid reference for placement from other portals.
1:no image, can enter, normal attack and portal useage after enter, (similar to 8 but no script)
2:normal image, can enter, normal after enter, unsure what difference there is between this and 7
3:no image, automatically enter portal when in range <whether jump or move, etc> (These are frequently used when falling towards bottom of map to force you to shift to another map or other location on the current map)
4:normal portal image, but can not enter it <or any other portal on map once attempt to enter this>, can not swing weapon, can not cc, but can talk to NPCs (can attack or use other portals if havent passed across this portal)
5:no image, but can not enter it <or any other portal on map>, can not swing weapon, can not cc, but can talk to NPCs (can attack or use other portals if havent passed across this portal)
6:no image, can not enter, doesn't effect attacking or anything else. When enter map seem to jump to next portal?
7:normal image, can enter, unsure what difference there is between this and 2
8:no image, can enter, normal attack and portal useage after enter, used along with a scrpt
9:no image, can enter but then can not attack once enter <can use other portals though>
10:hidden portal image, can enter and all normal after
11:hidden portal image, can enter and all normal after (not sure of difference between 10 and 11)

"x" & "y":These are pretty straight foward. They are the coordinates for the portal.

"tm": stands for 'to map':This is a reference for the destination map. The value for "pn"="sp" portals is 999999999. You can have multiple "sp" portals on a single map, and frequently do on larger maps.
The value of this can also be the same map ID as you are on.
People believe that changing this has no effect, but this is not true at all. The problem is that they do not know what else must be changed as well in addition to it. If you change it to an invalid combination without making all other necessary edits and then try to use the portal. Your character will go nowhere, and it will be prevented from attacking, using skills, etc.
You must have a matching "tn" that exists on the map you are trying to goto (not a "sp", not a "east##/west##" unless coming from an opposite "west##/east##") and you must be attempting to portal to a location that matches the current zone and maplist data (At this time I'd rather not explain this, if you can figure it out great (if not do not ask me.)) The simplest changes are on map portals, where you just change the "tn" value.

"tn":this is the 'to name' or 'destination name' in comparison to "pn" which is the 'source name'. On map portals are the simplest to change. You can change the "tn" to an alternate "pn" on the current map, and you will change where the portal directs you on the map. This is often nice on maps with lots of hidden portals, etc.

"script":This is a reference to a script name to be executed. It is either in use all the time to create a visual effect at/around the portal, and/or to perform an action when using the portal.

"onlyOnce", "delay", "hideTooltip": When used these 3 portal properties are nearly always all used together. They are usually all set to 0 (Portal doesn't become unavailable after entered, no delay after entering, and tooltip is displayed).


Map Obstacles (Jump quests)
Code:
Now lets look at map "obstacle"s. These include all those traps, and JQ nuisances, etc. There are a few ways of dealing with these <I suggest you modify them all>. Almost everyone thinks they know how to do this because it is posted in a ton of spots to just change all values of "damage" to 0. This is a useful change, but in actuality does not cover a good portion of obstacles at all, and covers a few other miscellaneous things that do damage. To actually make all obstacles not be obstacles at all <disable obstacles> you need to mass change "obstacle" to 0. The default for every single value of this is 1. This variable can be utilized in a more advanced editing technique to make objects that are not normally obstacles become obstacles, which in turn allows the "constant trap" hack to be possible anywhere on map. This alone will disable all your traps without the damage=0 done as well. Now there is also "mobdamage": there are a handful of these, and they also can be mass changed to 0.


Tiles
Code:
The game utilizes tiles to authenticate every region of every map. It is the same for objects.
If you ever go deeper, you'll see that some of the "Tiles", like enH0, edU, enV0 and enV1 that are found in (When opening Map.wz)

Map.wz
→ Back
→ Effect.img
→ Map
→ MapHelper.img
→ Obj
→ Physics.img
→ Tile → "_".img (Depending of the type of Tiles your map is made of) → In it, you will find Tile types
→ WorldMap

You will eventually find Tile that are marked with "Foothold". These are the authenticating Tiles, meaning that they are creating the Map Region by Region.
Taking example of enH0,1, which "Foothold" WZSubProperty is made of 90 pixels, it's saying that if you ever put a foothold of 90 pixels in any map of this region, the game would put a foothold of type enH0,1 25 pixels under the origin to authenticate it.

Objects
Code:
It's basicly the same as Tile. They are making the map region by region. Some of the Objects that you would find in

Map.wz
→ Back
→ Effect.img
→ Map
→ MapHelper.img
→ Obj
→ Physics.img
→ Tile
→ WorldMap

are also created with a "Foothold" WZSubProperty.

Monster "Life"
Code:
It ain't very useful, but sometimes it can save you a great time around.
Most of the monsters are created with 7 strings.

cy → The higher Y that the monster can go to.
fh → The foothold that the monster spawns on.
id → The ID of the monster (Check Mob.wz to see of which mob we're talking about here)
rx0 → The most left that the monster can go to.
rx1 → The most right that the monster can go to.
type → M for Monster, N for NPC (If you change M to N, you would need to change NPC.wz)
x → Monster's X Spawn Coordinate
y → Monster's Y Spawn Coordinate

X and Y are client sided. Editing them would be useless. The only way you would be changing the monster spawn X/Y would be to modify the X1,X2,Y1,Y2 of the foothold it is spawning on. (Refer to "fh")
Cy, Rx0 and Rx1 are the client sided mob detection range. It can save you from many A/B scenarios if you change these correctly, according to where you're vaccing to. If a monster gets over the range that is determined in Cy, Rx0 and Rx1, you WILL get banned.

Footholds
Code:
Footholds are the platforms that you can't see but the ones on the tiles (Refer to Tile). Just to clarify, Footholds are part of the ground, when Tiles are NOT. Tiles are images that are covering/under the footholds.
Footholds are coded with 6 strings.
The maplestory axis (X and Y) are inverted.

Prev → The next foothold that you will go to when leaving this foothold from the left.
Next → The next foothold that you will go to when leaving this foothold from the right.
X1 → The starting X coordinate
X2 → The ending X coordinate
Y1 → The starting Y coordinate
Y2 → The ending Y coordinate

You must understand that foothold 0 is inexistant. Maplestory recognizes foothold 0 as an dead-end. Well, it creates a wall. If a monster try to get to the left foothold by leaving the actual foothold, and that the actual foothold has a Prev of 0, the monster will recognize that this is a dead-end, and it will try to get to the other side.

Mapshifting was made by changing prev and next to different foothold numbers, so when the monster would leave the foothold, it would get onto the next foothold that you specified. Unfornately, this method has been patched.

Creating a new WZ vac : Trials and errors
Code:
 Creating a new vac can be very hard these days: the servers are constantly checking what's going around.

The server will check the following things before auto-banning you. :

1.Monster movement: You might know that each monster has a specified speed. e.g A snail would be slow, a red drake would be faster.
But something you might not know is that the server checks the monster movement. If the monster is going to a speed that is more than what it was expected to go to, then after a few mins, the server will disconnect you and autoban you.

E.g. Mapshifting ground monsters, "Force Vac" while the monsters are going in the same direction (Fvac Speed + Monster Speed != Expected speed = A/B), editing the foothold position so the monster will fly to it when walking normally, etc.

This also refers to Physics.img → Gravity, fly coefficient, and walking speed.

Tip : Mapshifting an original flying monster doesn't a/b you, as they were created with no speed check. Still, you might need to find how, and it's useless.
----------------------------------------------------------------------------------------------------

2.Monster's spawn position : Changing the foothold the monster spawns on will eventually kick you out of the game with an autoban msg. The server is expecting the monster to spawn at that exact position (refer to Monster's "Life"), and if it doesn't, then you're autobanned. There's no way of bypassing this autoban as you might know that changing the X/Y in monster's "Life" is useless.

Changing Monsters Spawn Positions:

    * Standard Demo (V.70)
      HD Demo (V.70)


Tip : This only refers to ground monsters, as original flying monsters spawn position is created with the foothold that are in the map.
----------------------------------------------------------------------------------------------------

3.Changing wall values : As you are deleting the farthest foothold on the right in a repacker, you are actually editing a Wall Value. And since the wall values are calculated by the footholds, you will eventually end up with an autoban. It's pretty self-explanatory.
----------------------------------------------------------------------------------------------------

4.Creating fake footholds : It might not autoban instantly, but once you touch it or a ground monster touches it, then the server thinks that the monster is "internally" dissapeared, which will cause you an autoban. Another idea that was brought was to mapshift a ground monster from a fake foothold to another fake foothold. Unfornately, it does a/b, because the speed is also calculated by the client.
----------------------------------------------------------------------------------------------------

5.Deleting footholds: Deleting footholds does not autoban you. But don't play with it, because if the server recognizes that a foothold is missing here, then it's the ban-hammer.
Tip : Creating a foothold 0 in a section of the map where nothing authenticates it will d/c you. You need to do something more to make it work, OR you can use a spot that was originally created for another foothold. Creating a foothold 0 will not d/c you instantly when walking on it too, but don't jump too much!
----------------------------------------------------------------------------------------------------

Before I end that section, let's make a good conclusion for this part.

1. The monster can't be vacced fast.
2. You can't delete footholds
3. You can't modify footholds
4. You can't create fake footholds.
5. You can't change wall values.
5. You can't change a monster spawn position (Including deleting a foothold)

What the heck? How do I make a working vac?

Here are my tips :

1. Remember the good days when you are walking in henesys and playing tag with your friends? You might utilize a portal from time to time. But hey! Why does character can move so fast between in-map portals? Then you would need to guess why.

2. Did I talked about tiles? Yes. and guess why? It can actually be used to make a great full map dEMi. How?

Zythgor3 said two things about it.
«You need to understand how the game utilizes the object and tiles to create a map region by region.»
and
«There is a "Tile-dEM" vac to speak. It basicly makes everything in range by overlapping the tiles boundary. <Note: Your attack range is also applied on every other tiles>»

Credits to Zythgor3:
Background;
Delays & Effects;
Portals;
Minimap and such;
Obstacles (Jump quests)
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Re: [WZ Editing] Map.wz useful and important information!

Post by MoonLight on Sat Aug 15, 2009 6:50 pm

Very nice, read the whole "Tutorial", and i must say, i'm impressed.
Well done, now i know what does "sp" and those things mean.

Only knewed some of them, not all.

Thank you very much for this. Smile

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Re: [WZ Editing] Map.wz useful and important information!

Post by Dami on Sat Aug 15, 2009 7:10 pm

Np, its time for people to start learning.
Also i find some of this stuff rather interesting.
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Re: [WZ Editing] Map.wz useful and important information!

Post by MoonLight on Sun Aug 16, 2009 3:25 am

Dami3n wrote:Np, its time for people to start learning.
Also i find some of this stuff rather interesting.

Yep.

By the Way, if i will make something like that, just with Skill.wz,
could you help me maybe with the Typo and some other things?

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Re: [WZ Editing] Map.wz useful and important information!

Post by nathan on Mon Sep 28, 2009 11:38 am

Good Tut.
Very helpful!

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Re: [WZ Editing] Map.wz useful and important information!

Post by Guest on Sat Oct 17, 2009 1:00 am

i want to create a character mapshift for botting with ndl summon
i want to tele from fh58 to fh96 to fh17 and then back to 58
is tis possible and could some1 explain plz?

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Re: [WZ Editing] Map.wz useful and important information!

Post by Dami on Sat Oct 17, 2009 2:18 am

jesse wrote:i want to create a character mapshift for botting with ndl summon
i want to tele from fh58 to fh96 to fh17 and then back to 58
is tis possible and could some1 explain plz?

fh58.next/prev -> fh 96
fh96.next/prev -> fh 17
fh 17.next/prev -> fh 58

If monsters wont walk on those, you should be all ok.
But you still need someone to move yourself on that platform a bit to get there.
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Re: [WZ Editing] Map.wz useful and important information!

Post by Guest on Sat Oct 17, 2009 9:28 pm

only a little left or right
or do i have to move off the fh?

Tyvm

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Re: [WZ Editing] Map.wz useful and important information!

Post by Dami on Sat Oct 17, 2009 9:33 pm

jesse wrote:only a little left or right
or do i have to move off the fh?

Tyvm

You move off the foothold, until you get warped.
When you exit foothold, you either hit prev or next function, that function has order you deliver you to the corresponding fh value.
Prev is left
Next is right.

To cover whole ws map, i used on map portals, with modified portal location and the portal you get trasported to.
Then added a function to press up when i wanted to change the spot.
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Re: [WZ Editing] Map.wz useful and important information!

Post by Guest on Sat Oct 17, 2009 9:41 pm

yeah but im hacking at ghost pirates
isnt it possible to make something for wich you only have to press up for?

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Re: [WZ Editing] Map.wz useful and important information!

Post by Dami on Sat Oct 17, 2009 10:03 pm

jesse wrote:yeah but im hacking at ghost pirates
isnt it possible to make something for wich you only have to press up for?

Told you already how that can be made, not going to say again.
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Re: [WZ Editing] Map.wz useful and important information!

Post by Guest on Sat Oct 17, 2009 10:16 pm

yeah but is there a way to create map portals
becaus there are no map portals by spirit viks or i cant find them

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Re: [WZ Editing] Map.wz useful and important information!

Post by Yusunoha on Sun Oct 18, 2009 12:07 am

wow, that's 5 posts in a row... learn to edit your posts
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Re: [WZ Editing] Map.wz useful and important information!

Post by YoY0 on Sun Oct 18, 2009 12:26 am

Posts deleted.

Next time, edit your posts.
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Re: [WZ Editing] Map.wz useful and important information!

Post by Dami on Sun Oct 18, 2009 12:48 am

Jesse, my coding today didnt go well.
I wasted 4h on old part of code which suddendly stopped working, and now i heard that you post 5 times a row?
Fuck you, its a ban time!
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Re: [WZ Editing] Map.wz useful and important information!

Post by YoY0 on Sun Oct 18, 2009 12:52 am

Look on the bright side Jesse. Now you have some free time to learn how to edit posts.
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Re: [WZ Editing] Map.wz useful and important information!

Post by Dami on Sun Oct 18, 2009 12:54 am

Its always good to remember, make a new account when old one is banned.
ITS IP BAN TIME =D

And we all like that!
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Re: [WZ Editing] Map.wz useful and important information!

Post by Yusunoha on Sun Oct 18, 2009 12:57 am

Dami wrote:Its always good to remember, make a new account when old one is banned.
ITS IP BAN TIME =D

And we all like that!

you should change the banned people's avatars to a bannhammer avatar xD
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Re: [WZ Editing] Map.wz useful and important information!

Post by Guest on Sun Oct 25, 2009 4:57 am

first: srry for spamming im used to automerge, my fault that i not edited my posts

2nd: I got an idea, i think it works but i need some other opinions about what i should do
my idea:
delete all fhs in a map except two, connect the two fhs with maprush so ure unable to leave them w/o jumping, then make your spawnpoint on one of them and make dem for a skill
then bot there and the items will come to you

should i do this, or isnt it smart becaus of a/b or w/e?

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Re: [WZ Editing] Map.wz useful and important information!

Post by YoY0 on Sun Oct 25, 2009 5:11 am

jesse wrote:first: srry for spamming im used to automerge, my fault that i not edited my posts

2nd: I got an idea, i think it works but i need some other opinions about what i should do
my idea:
delete all fhs in a map except two, connect the two fhs with maprush so ure unable to leave them w/o jumping, then make your spawnpoint on one of them and make dem for a skill
then bot there and the items will come to you

should i do this, or isnt it smart becaus of a/b or w/e?

Deleting footholds from any map has a high chance of auto ban if you don't know what you're doing.
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Re: [WZ Editing] Map.wz useful and important information!

Post by Guest on Sun Oct 25, 2009 11:51 pm

but thats only if you walk over a deleted one

so if i spawn at a fh and only can walk to the other working fh, theres no problem

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Re: [WZ Editing] Map.wz useful and important information!

Post by wafflemaster on Tue Nov 03, 2009 5:08 pm

A hint about creating a new kind of wz vac: tile editing. It will create an effect similar to dEM. That's all I'm willing to say.

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Re: [WZ Editing] Map.wz useful and important information!

Post by SoundOfDeat on Sun Nov 08, 2009 9:25 pm

Nice, very usefull Smile
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Re: [WZ Editing] Map.wz useful and important information!

Post by Dami on Mon Nov 09, 2009 12:12 am

wafflemaster wrote:A hint about creating a new kind of wz vac: tile editing. It will create an effect similar to dEM. That's all I'm willing to say.

Did you get my pm from the packets ?
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Re: [WZ Editing] Map.wz useful and important information!

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