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Entities

leszekd25 edited this page Feb 13, 2020 · 12 revisions

Entities editor mode

Entity is anything that alters the gameplay in any way and can be placed on the map. This editor mode allows you to place, edit and remove any and all entities on the map.

This editor mode has 7 submodes: Units, Buildings, Objects, Coop camps, Bindstones, Portals and Monuments. The user interface of all these modes is similar to each other, so it will be presented in one go.

User interface

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Entity ID

Specify entity ID to place it on the map.

  • Objects mode: You can also specify an initial angle of the object, or give each new object a random angle.
  • Coop camps: You can't specify entity ID in this mode. Instead, you get an option to edit coop camp types. It is the same as GdRtsCoopCampSpawns.lua option in the SQL Modifier.
  • Bindstones, Portals: You can't specify entity ID in these modes. Each object of one of these types is handled uniquely by the game.
  • Monuments mode: Instead of specifying entity ID, you can specify monument type from 7 available types: Human, Elf, Dwarf, Orc, Troll, Dark elf and Hero.

Entity tree

Unit, object and building mode allow you to pick an entity from a tree on the left to the 3D display, which contains all available entity types for a given editor mode.

You can also filter the tree using a phrase, which you can input in a field below the tree. Only entity types of which names match the phrase will be shown on the tree.

Entity inspector

Each entity on the map has a set of parameters which modify its appearance, behavior or other aspects.

All entities have read-only Position parameter which displays the entity's starting position on the map.

All entities except Coop camps have Angle parameter, which modifies the entity's starting angle.

Every entity inspector also has a list of all entities of given type on the map. Select an entity on the list to center the display on it and to edit its parameters.

Unit, Building, Object inspector

These entity types have similar parameters. For clarity, if there is a parameter which only applies to one of the entity types, it will be annotated by (U) for units, (B) for buildings and/or (O) for objects.

Entity ID

You can change selected entity's ID by editing this parameter. The change will be reflected on the map display.

NPC ID

Each unit, building and object can have an NPC ID assigned to it. If the NPC ID is not 0, a script script/pXXX/nYYYY.lua will be loaded (if present), where XXX is platform ID (specified in gamedata in category 38. Map data, 6666 otherwise), and YYYY is NPC ID.

You can attempt to open the selected NPC script by pressing the Open script button next to the NPC ID. If the script doesn't exist, it will be created instead.

Warning: You must have a default program assigned for Lua files (for example, Notepad++) in order for the Open script functionality to work correctly.

Group (U)

Currently unknown...

Level (B)

Each building can have a level specified to it. Buildings scale with level the same way units do.

Race (B)

Each building has race ID assigned to it. It's particularly important in the case of coop camps (see below).

Coop camps inspector

Coop camps generate units over time, as long as buildings around it exist. If there are no buildings around a coop camp, the coop camp is destroyed.

Type

Sets a type of the selected coop camp. Use Edit coop camp types option in the main panel to edit the types.

Bindstone inspector

Bindstones act as spawning points for players in coop and multiplayer mode, and as fast-travel points in campaign mode.

Text ID

Sets the text displayed on the fast-travel selection in campaign mode.

Portal inspector

Portals are links between maps. Additionally, Portal to Return is the default exit portal in coop mode.

Portal ID

Sets the portal ID, as present in category 39. Portal locations in gamedata.

Monument inspector

Monuments are the main element of the RTS part of SpellForce. They let you recruit units and create fortifications, among other things. There are no additional parameters for monuments. To change monument type, remove a monument and place the monument of the type you want, as provided on the main panel.

3D display controls

Click with LMB to select an entity under the 3D cursor. If no entity is under the cursor, a new entity will be created at the 3D cursor position, accordingly with main panel settings.

Holding Shift and clicking LMB will move selected entity to the 3D cursor.

Click with RMB over any entity to remove it from the map. Clicking RMB on an empty space will deselect currently selected entity.

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