Plazma Burst 2 Map Editor Manual
地图编辑器手册v.5.5.3
地图编辑器手册v.5.5.3
  • 地图编辑器手册v.5.5.3
  • 更新迭代
  • 鸣谢名单
  • 🌎官网
  • 🧑‍🚀Laserguide's 地图工具库(英文)
  • 📑旧版档案
  • 编辑器界面
    • 旧版编辑器
    • 新版编辑器
    • 地图简介
  • 工具栏
    • 箭头工具
      • 快捷键
    • 墙工具
    • 门工具
    • 区域工具
    • 背景工具
    • 施力工具
    • 水域工具
    • 玩家工具
    • 敌人工具
    • 载具工具
    • 装饰物工具
    • 枪械工具
    • 灯光工具
    • 爆炸桶工具
    • 触发器工具
    • 计时器工具
    • 游戏引擎工具
    • 尺寸调整器
    • 音乐工具
  • Tables of Level Editor
    • 角色资料
    • 角色皮肤颜色表
    • 触发器表格
      • Trigger Action Bug Bounty Hunter
      • Basic Movable Tutorial
      • Scenario Tutorial
      • Inventory Info Tutorial
      • URL Request Tutorial
      • Key press tutorial
    • 玩法引擎表
      • 天空表
    • 音效表格
    • 武器库之桌
    • 弹道模型表
    • 文字转语音表
    • 应用表格
  • tables of debug
    • 作弊码表
    • 错误代码之桌
  • Secret Weaponary
    • 战役地图
    • “伪”碰撞元件
    • 隐藏背景“4”
    • 细修改 —— 错位元件
      • 错位元件演化表
    • 在紫色和绿色主题自定义背景
    • 检查地图
    • Phsc 的 图片转成编辑器
    • XML 输出备份
  • 官方认证战役部
    • 官方认证所需条件
    • 自定义装饰品/背景规则
  • Inspirational
    • 制图小技巧
    • Resi Map making inspiration
    • Max Teabag Map making inspiration
    • Reject Map making basics
    • Illijah's Map making experience
  • 占位符
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On this page
  • What is weapon ID/string?
  • The format of the variable string
  • Steps
  • Save your inventory, then spawn back to player in same map.
  • Scenarios
  • Saves your inventory, then loads on other map.
  • Reasons to know gun string in this tutorial

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  1. Tables of Level Editor
  2. 触发器表格

Inventory Info Tutorial

Save your weapons, so you can continue next morning <3

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Last updated 2 years ago

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Trigger usage used: -> Save inventory info of Character 'B' to variable 'A' -> Spawn all weapons stored in variable 'A' at position of Character 'B'

Credit to Ditzy for the tutorial.

What is weapon ID/string?

Weapon IDs were used back in the days of the old level editor(OLE), but have since become obsolete with the introduction of the new advanced level editor(ALE). However, with variables having been introduced into the ALE, weapon IDs have become more useful in certain scenarios.

These trigger actions (quote section) allow you to save and load a player's weapon inventory, intended for use with session variables. When an inventory is saved onto a variable, all the weapons are converted to a format that the game can read, which are weapon IDs. If a mapmaker wanted to, they can give a variable a weapon ID manually, allowing them to "clone" weapons within the same map.

The format of the variable string

Basically for the weapon ID which is usable in trigger usage above, the format would work like this:

[Weapon ID]^[Weapon level]^[Weapon Team] 
e.g. gun_real_rifle^0^-1

Weapon ID is the unique ID assigned to the weapon. It's followed by the [Weapon level], ranging from 0 to 3. The [Weapon level] is encased by ^, followed by a Weapon Team. Weapon Team defines which team can equip the weapon in Coop/TDM. A weapon can only be assigned to one team ( 0-16 ), or all teams ( -1 ).

The list of the gun string can be found at the page below.

Steps

Save your inventory, then spawn back to player in same map.

Step 1: make as many guns as you wish.

Step 2: add a trigger to save inventory, and another one to load inventory.

If you don't know the variables, go check the tutorial:

Step 3: add 2 activation region to bind each trigger.

Step 4: save the map and test it.

Scenarios

Scenario 1: player D-10881 grabbed a rifle and a pistol and press save. Then throw everything away, and press load.

player D-10881 saved again and this time press load without throwing anything.

Proved that it does no relation whether the player holding same weapon or not.

Scenario 2: Player D-10882 press save, then grab a shark, press load.

Proved that this system works.

Saves your inventory, then loads on other map.

Step 1: keep the tutorial above, then add engine mark to enable var sync.

Step 2: add session var save on first trigger (save inventory).

Step 3: on the second map, load the session var and spawn at the same time:

Step 4: save the map and test it. (remember to add the trigger to switch to next map ID).

Don't forget to add a timer to auto enables the load inventory, otherwise there's no activation to work with.

Reasons to know gun string in this tutorial

This is because sometimes we need to change the weapon, or the weapon level during save the inventory, so it may the reason why we want to change the weapons.

武器库之桌
Like... this.
Result: the player get additional pistol and rifle.
Result: the player still get the same weapon
Result: the player gets nothing.
Then save your first map.