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Ghost Tutorial: Building a level

Jasdac edited this page Dec 17, 2024 · 10 revisions

Building the level

Note that currently the navmesh markers need to be linked to the root prim. Try to fit all the doors within a 40x40x40m area, and try to stick to a single linkset if possible (max 256 links).

Setting up EEP & Soundspace

You can setup environment, soundspace, and footsteps by editing the prims that players walk on and changing their description, no code is needed. xMod uses exactly the same syntax as GoThongs, tasks being an array separated from their args by $ and separated from other tasks with $$. Ex: task0$arg0$arg1...$$task1$arg0$arg1...

  • Soundspace is setup by task SS$<uuid/label>$volume, Ex: SS$ru$0.1 - See Soundspace.lsh for a list of built in sounds. Soundspace persists until the user walks over another prim with a soundspace. So it's recommended to set it on prims players walk on as they enter/exit a new soundspace area, such as one on the ground outside of the house, and one inside the entrance.
  • Footsteps are setup by task tFS$, Ex: tFS$SNW. You can see a list of built in sounds in Footsteps.lsh. Every prim that users are expected to walk on needs a footstep setting, so it's best to set these on the prims before placing them.
  • Environment is setup by task WL$ and accepts a uuid for an EEP sky setting. Ex: WL$b1feea57-fed9-e7d9-d90e-c08adfdd9d33. Just like soundspace, environment persists until the user walks over a prim with a different sound setting.

A full example of a map floor setting: tFS$SNW$$WL$b1feea57-fed9-e7d9-d90e-c08adfdd9d33$$SS$ru$0.2

Preparing rooms in the script templates

Setting up the navmesh

Setting up room markers

Adding ghost spawn locations

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