Multiple blocks can be selected to copy or manipulate many blocks at once. Single block selection is necessary to manipulate the nodes (vertices) of a block. You can select a single block by right clicking on it, or using to cycle between them. ![]() The texture can be changed in the Terrain tab, but for now there is only one useful texture. These are the polygons that the players build on and projectiles can hit. This mode allows you to create and manipulate ground 'blocks' and set properties of the world. Technology items are included in the device tab instead. C doesn't cycle technology since this tab is disabled in the map editor for space reason. Z, X, and V can still used to cycle between materials, devices and weapons respectively. In some situations you can switch to structure and device/weapon mode by left clicking on items in the world. The tabs on the HUD will switch to the appropriate mode. On QWERTZ keyboards these keys are swapped. Remember that key bindings given in this guide is for QWERTY keyboards. There is unlimited undo/redo functionality so don't be worried about making mistakes. \cvarlist => shows a list of console variables Undo/Redo \keylist => shows a list of keys in key profile taken from \proflist \proflist => shows a list of key profiles Tab will autocomplete the current contents. Drop the console by using the ~/` (tilde/grave) key, usually left of the 1 key, or F3. Some functions require issuing commants into the console. Keys can be rebound in Options menu -> Input tab -> All Keys tab. You can query the actual key bindings in the game using the proflist and keylist console commands listed below. For example on the QWERTZ layout Undo is Ctrl Y and Redo is Ctrl Z. On other keyboard layouts the key will be in the same physical position as on QWERTY. Keyboard Layout And The ConsoleĪll key bindings listed in this guide are for the QWERTY keyboard layout. If you have already uploaded your map you will see a which just tells the game which Workshop item this map relates to. If you have scripted an AI for the map they will appear here as. A few preview jpg images are used to show the map in the menu. fwe file which contains the environment setting, ground and props. spr file, which contains all structures and devices, and a. You will also see a a, which can be edited to change what people see, including in non-English languages. It will either have the name you gave it at creation, or something like playermap1 if you used non-ANSI characters or other problematic characters such as slashes and periods. Browse local files, then navigate to data/maps and then find the folder for the map you are creating. Right click on Forts in Steam, then properties, then the local files tab. ![]() The rest of this guide will refer to this as the mission script, so you should know how to find it, as well as other files related to the map. It can contain dialogue between characters, player instruction, AI configuration, disabling of items, custom HUD elements, special events and custom win conditions. This is where the campaign missions do their work. That folder contains a script which specifies basic properties of the map, such as enabled mods, where it should appear in the game, and is it symmetrical, as well as any custom logic to make an interesting mission. When the map is created or copied, a new folder is created under data/maps to contain it. There are template maps to copy to get you started quickly. From the editor menu you can create a new map with a specific name, or chose to edit or copy an existing map. For now, here are the basics.įirst select 'Map Editor' from the main menu. The Forts map editor is built right into the game, making it easy for everyone to build levels! Some work needs to be done to make it more user friendly.
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