![]() Right click in open space will deselect all blocks. 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. For example, to make sure Large Sandbags are available in your map: It can also be found in Steam's workshop directory for Forts (C:\Program Files (x86)\Steam\steamapps\workshop\content\410900 by default). To force on Workshop mods you will need to discover their published file id, which is a long number found in the mod's URL, visible when you use the Workshop Share button. "dlc2_ammo_control": High Seas control ammo."dlc2": High Seas materials, devices and weapons."dlc1_portal": Moonshot portal material."dlc1_capture_low": Reduces the points required to open capture mode blastdoors by 50%."dlc1_capture_high": Increases the points required to open capture mode blastdoors by 50%."weapon_pack": Tons of Guns (free DLC available to everyone).The DLC mods are hidden inside pack files. You could otherwise be missing items if it wasn't manually activated. If you have made a map which starts with weapons or tech buildings from Tons of Guns, you will need to add the weapon_pack mod to your Mods list. Mods = Īny number of mods can be added to this list. 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.
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