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Forge layouts, properties and budgets
Forge saves and loads map layouts that start every game on the map, sets object properties, places spawns and flag stands, and turns objects.
Added
- Layouts (MJOLNIRForge 0.3.0): F5 saves the map's layout, F6 loads it
again and F2 goes back to the map's own. A saved layout starts every game
on that map, in Forge, Slayer or CTF. Layouts are kept in
MJOLNIRForge\layouts\<MAP>.mvar, Reach's own map variant format. - Object properties: K sets the team, L the label, J the respawn time
and O the spawn order of the object you aim at or hold. The target card
shows them. - Markers: flag stands, spawn points, health packs and teleporters can
be placed, picked up and put down. Placing or picking one up used to crash
the game behind UE4SS's dialog, which looked like a hang. - Turning:
,and.turn a held object. - Budgets: the palette shows each object's price and how many may be
placed, and the panel shows what the layout has spent. Maps baked from now
on can set a budget; the current maps have none. - Palette slots:
MJOLNIRForge\slots.txtpoints a palette entry at
another object the map loads, the start of block packs (docs/forge_blocks.md).
Changed
- FORGE game type (MJOLNIRLobby 0.19.1, MJOLNIRLevelLoader 0.9.7): FORGE
has its own insertion slot, ready for Forge with your fireteam. It is still
host only: fireteam Forge waits on a two-PC test.
The signed set of UE4SS script mods. Every artifact's hash is in
manifest.json, and manifest.json.sig is its Ed25519 signature
over the manifest — verify with keys/mod-signing.pub from this
repository. The launcher does this automatically and installs
nothing that fails verification.
Script mods ship only from this repository's reviewed pull
requests — see docs/contributing_code_mods.md to contribute one.