Essentials Series/Asset Templates: Difference between revisions

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== Templates ==
Using templates is the fastest way to place new assets in the scene. You can either place new asset templates by right clicking the asset list in the Archive Editor and choosing the template you want to place, or you can right click on the view, choose one of the templates and use Shift + Right click to place the template in the scene (you must first activate template focus by clicking on "the '''Template Focus''' OFF"checkbox in an Archive Editor, also make sure the correct layer for that asset type is selected - usually it'll be Default). Many templates are composed of multiple assets (for example, the Bus Stop template will place 7 different assets at once).
 
Note: '''placing a template is not enough for the asset to function''' if an asset of the same class was not present in the level before (for example, placing a Fodder template in Bikini Bottom (HB01) will crash the game unless you [[Asset Porting|port the Fodder assets]] to Bikini Bottom's HOP file first). This is explained better in the [[../Tikis and Enemies/]] tutorial.
 
=== Available Templates ===
Tutorials for specific asset types will explain some of the templates better.
 
* Stage Controllers: assets such as [[CNTREssentials Series/Counters|Counters]], [[CONDEssentials_Series/Conditionals|Conditionals]] and [[PORTEssentials_Series/Portals|Portals]], which you cannot see or touch and control the stage's functions.
* Placeable: a few other assets with a position in the world (such as [[CAMEssentials_Series/Cameras|Cameras]] and [[TRIGEssentials_Series/Triggers|Triggers]]) and also empty/generic versions of [[PlaceableEntity Asset]]s which you must set up yourself after placing.
* Battle For Bikini Bottom, Movie Game, Scooby and Incredibles: these contains templates for enemies, pickups, stage items and other elements which are specific to each game.
* Battle For Bikini Bottom Templates
** Pickups and TikisOther: Shinymostly objects,HOP underwearassets, spatula,such tikis.as All assets are[[PIPT]], [[PKUPLODT]] or, [[VILSNDI]].
* '''PasteClipboard''' is a special template that simplesimply pastes any asset you have copied. Asset which have positions will be placed in the new position you choose.
** Enemies: all robots and jellyfish. All assets are [[VIL]] with [[MVPT]] and some have [[TRIG]]. Note: there are versions of Chuck, Monsoon and Slick with and without a trigger. If you add the versions without triggers, you must add the [[events]] which control them yourself, otherwise they will always be attacking the player.
** Stage Items: buttons, teleport box, bus stop, throw fruits. The assets are of varying types.
* Movie Game Templates
** Pickups and Crates: Manliness points, krabby patty, token, all crates. All assets are [[PKUP]] or [[DYNA]].
** Enemies: all stage variations of all enemies. All assets are [[DYNA]] with [[MVPT]].
** Stage Items: teleport box, port-o-head, throw fruits, ring. The assets are of varying types.
* Others: mostly HOP assets, such as [[PIPT]], [[LODT]], [[SNDI]].
* '''PasteClipboard''' is a special template that simple pastes any asset you have copied. Asset which have positions will be placed in the new position you choose.
 
There is a '''Templates: Persistent Shinies''' toggle in the Tools tool strip menu which sets whether the shiny object and manliness point templates will be set as Persistent or not (persistent assets have keep their state saved to the save file, so persistent pickups remain collected forever and never reappear).
 
Another toggle is '''Templates: Chain Point MVPTs''':. When checked, each time you place a Point [[MVPT]] template (starting from the second one in the session) the previous one's "NextMVPTs" will be updated to point to it.
 
If you have an idea of something that could be added as a template, please talk about it in the Heavy Iron Modding Discord server and it just might be added!
 
== User Templates ==
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[[File:Industrial Park Screenshot9.png|600px|thumb|center|User Template Manager]]
 
The '''User Template Manager''' is accessed through the Tools tab and the Copy and Paste buttons function the same as those in the Archive Editor: you can copy assets from the HIP/HOP and paste them here, and they'll be instantly available as templates. Double-click a template to rename it and press Delete to delete the template.
 
The template is identical to the asset that was copied (including all fields and links), and the only change made to it is that a new position will be assigned (only for assets with a position value; others will be simple copies).