Plazma Burst 2 Map Editor Manual
Map Editor Manual v.5.7.0
Map Editor Manual v.5.7.0
  • Map Editor Manual v.5.7.0
  • Changelogs
  • Credits / Special thanks
  • Plazma Burst 2 Official Website
  • Laserguide's Map mapping Tools
  • [Old version] pdf takeaway edition
  • ALE Improvements
  • πŸ—ΊοΈThe Surface of the level editor
    • Old level editor
    • New level editor
    • Map Edit Page
  • πŸ› οΈThe tools
    • Free Edit tool
      • The Shortcuts
    • Add Wall
    • Add Movable
    • Add Region
    • Add Background
    • Add Pushing area
    • Add Water
    • Add Player
    • Add Actor (enemy)
    • Add Vehicle
    • Add Decoration
    • Add Weapon
    • Add Lamp
    • Add Barrel
    • Add Trigger
    • Add Timer
    • Add Engine Mark
    • Scale Selection Tool
    • Add Song
  • πŸͺ‘Tables of Level Editor
    • Character Data Table
    • Character Skin Color Table
    • Trigger Action Table
      • Movable
        • Basic Movable Tutorial
      • Region
      • Vehicle
      • Character
      • Gravity
      • Scenario
        • Tutorial 9 & 50
      • Gun
      • Barrel
      • Trigger
      • Timer
      • Decoration
        • Blending Mode
      • Gravitator area field
      • Gameplay
      • Sound
      • Interface
      • Light
      • Trigger execution
      • Var
        • Inventory Info Tutorial
        • Synchronization of variables
        • Key binding in multiplayer
      • Session vars
      • URL
        • URL Request Tutorial
      • AI
      • Environment
      • Text-to-speech
      • Map preview
      • Experience
      • Array
        • What is array?
        • Matrix Coloring System
      • Graphics
      • Water
      • Miscellaneous
    • Engine Mark Table
      • Sky Code Table
    • Sound Library Table
    • Newer Weaponry Data
      • Weaponry Data
    • Projectiles Model Table
    • Text-to-speech Voice Table
    • Application Table
  • πŸ›tables of debug
    • Cheat Codes
    • Error Codes Identification
  • πŸ”«Secret Weaponry
    • Campaign Maps
    • Alternate method to add Water UID
    • "Fake" Collision
    • Secret Theme "4"
    • More Accurate Snipping
      • History of contributions.
    • Custom Image in Theme Purple/Green
    • Check map
    • Phsc's image import to map source
    • XML Output in Map Editor
    • createColorMatrix Script
  • β˜‘οΈApproval-Military
    • Map Approval Requirements
    • Custom Decoration Guidelines
  • πŸ§˜β€β™€οΈInspirational
    • Trivia
    • Resi Map making inspiration
    • Max Teabag Map making inspiration
    • Reject Map making basics
    • Illijah's Map making experience
  • Placeholder
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  • Basic
  • Experiment of fake doors
  • Techniques and reason of that such weird behavior

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  1. Secret Weaponry

"Fake" Collision

Everyone can pass your wall, you dum-

PreviousAlternate method to add Water UIDNextSecret Theme "4"

Last updated 1 year ago

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Basic

Imagine this image:

Do you see something sneaky? If no, look at this image again:

Maybe some people will say "yeah, it's just a black background.", then look at this 3rd image again:

Did you see the character just "glitched" inside the wall?

This tutorial will show you how to make a fake water, wall or even movables.

Step 1: Set the Layers to "nothing".

Step 2: grab a wall/water/movable and add them from right bottom corner to left top corner, like in this image:

Step 3: voila! your fake wall / water / movable was completed.

Experiment of fake doors

If you thought the tutorial is as simple as above, you are wrong XD.

As the most comprehensive "unofficial" guide available, we're here to demonstrate what occurs when you attempt to interact with a deceptive door.

Scenario 1: make a same size of fake door and real region.

The movable just moved to the left top corner of the region...? why...?

Scenario 2: make a same size of fake door and fake region.

2 fake objects operates properly...? huh...?

Scenario 3: make a same size of real door and fake region.

Why this time the door moved to the bottom right corner of the region... not as same as scenario 1?

Techniques and reason of that such weird behavior

The explanation for this involves a touch of mathematics and visual representations.

When we usually design an actual door or a real area, their positions can be depicted like this:

In a typical scenario, when a door needs to transition into an area, their respective axes must align to ensure the door moves as intended. (At least that's how Eric's method works.)

However, if we designate one of them as "virtual," the coordinates and the vector will take on a completely different nature:

Following Eric's engine theory, the vector is applied after the dimensions are established and is set at the upper-left corner.

Yet, if the door were virtual, the game would perceive it as a singular point (initiating from the lower-right corner). Consequently, the vector would be incorporated from that point.

So, when we relocate a virtual door into a tangible area, its position would appear as follows:

This principle holds true for areas as well (when the area is virtual and the door is real).

Furthermore, this insight sheds light on why both virtual objects can still function effectively:

Drawing from the basic and longstanding theory of virtual objects, we've uncovered fresh mathematical insights and explanations for their sometimes unconventional behavior! :D

Go check if you don't know how to make an operational door. We will straight into the scenarios.

πŸ”«
After adding, by clicking the all layers you will find that you can't move that wall.
Start
Finished
Start
Finished
Start
Finished
Y is below cuz this is what eric defines it.
The door will move right to make the x vector become the same.
We create fake door by dragging btm right to top left.
Remember, 2 vectors needs to overlap in order to say the door is moved to correct position.
Based on the first theory, it is not hard to think why the door will move below region.
Since both of the vector starting point at same position, so the y vector is same.
Basic Movable Tutorial