When creating a mod there are many general settings that relate to the mod itself, rather than any specific component or gmaeobject. These settings are grouped into the special Minigame/Board Settings gameobject at the top of the Hierarchy Window. These control important settings such as the mod's name/description, music/sound, rules, controls, lighting and screen effects.
General Mod Settings
Minigame/Board Details
Property |
Description
|
Name |
The name of the mod. This is the name used in-game only.
Note: To set the name for the Steam Workshop, use the Publish Mod Window
|
Description
|
The description of the mod as it appears in the:
- Minigame loading screen (minigame mods)
- Multiplayer lobby (board mods)
Note: This is not the description for the Steam Workshop, that is set in the Publish Mod Window
|
Preview Image |
The preview image that appears in the:
- Minigame loading screen (minigame mods)
- Multiplayer lobby (board mods)
Note: This is not the preview image for the Steam Workshop, that is set in the Publish Mod Window
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Minigame Mod Settings
Minigame Settings
Property |
Description
|
Rounds |
The number of rounds to use for the minigame.
|
End Conditions |
How the minigame should end.
|
Timer |
The minigame will end after the timer expires.
|
Round Duration (s) |
The duration of a single round in seconds.
|
ObtainPoints |
The minigame will end after a single player has achieved a given number of points.
|
Points to win |
The number of points a single player needs to earn to win the minigame.
|
RemainingPlayersAlive |
The minigame will end when there are only a given number of players left alive.
|
Players Alive |
The number of players left alive for the minigame to end. Note: If this is greater than or equal to the number of players in the lobby, it will be set to 1 fewer than the lobby player count. E.g. if Players Alive is 4 but there are only 2 people in the lobby, it will be set to 1 instead of 4.
|
FinishMinigame |
The minigame will end when all players have had a Set Placement Action fired for them.
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Placement Condition |
How the players are ordered to determine who came first to who came last.
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Most Points |
The player with the most points will be first. The player with the fewest points will be last.
|
Least Points |
The player with the fewest points will be first. The player with the most points will be last.
|
Finish Order |
Players are given placements in the order that they finished. This is the order in which their Set Placement Actions were fired. The player who finished first is given first place.
|
Last Man Standing |
Players are given placements in the order in which they were killed. Players who died first are placed last. With the players who haven't died, or those who died last being placed first.
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Player Settings
These settings configure how the player moves and interacts with the minigame scene.
Property |
Description
|
Player Type |
How the player is controlled. Can choose between Third Person and Top Down.
|
Movement
Property |
Description
|
Movement Speed |
The maximum speed the player can be made to move using a movement input.
|
Acceleration |
How quickly the player accelerates to their Movement Speed while on the ground.
|
Deceleration |
How quicky the player decelerates when not receiving a movement input.
|
Mid-air Acceleration |
How quickly the player accelerates to their Movement Speed while airborne.
|
Gravity Scale |
A multiplier that affects the strength gravity felt by the player.
|
Max Step Height |
The maximum height in units that players can walk up without needing to jump.
|
Can Jump |
If the player is able to jump or not.
|
Jump Speed |
The power of the player's jump. Larger numbers will result in higher jumps.
|
Mid-air Jumps |
How many times the player can jump while in mid-air before they need to touch the ground again.
|
Twinstick Controls |
(Top Down player type only) Should the player use twinstick controls. When enabled, the player's facing direction is controlled separately to the movement direction. When disabled, the player will always face the direction of movement.
|
Camera
Only available if using the Top Down player.
Property |
Description
|
Camera Mode |
The type of camera to use.
- Static: Remains in one place and never moves.
- Follow: Follow a single player around.
- Follow All: Moves to follow the average position between all players.
|
Camera Distance |
How far back the camera is from it's target (World origin for Static camera, Player for Follow camera, All Player average position for Follow All camera). The target can be offset using the Position Offset attribute.
|
View Angle |
The camera's angle of elevation from the horizontal plane, in degrees. 0 is looking parallel to the ground. 90 is perpendicular looking directly down from above.
|
Position Offset |
How far back the camera is from it's target. The target can be set using the Position Offset attribute.
|
Follow Area Shape |
Should punching another player stun them.
|
Square |
Confines the camera to moving within a rectangular area.
|
Left/Right Size |
Width of the camera area on the X axis.
|
Forward/Backward Size |
Width of the camera area on the Z axis.
|
Max X Move Distance |
The maximum distance the camera can move from the left to the right. I.e. it can move half this distance from the center of the follow area.
|
Max Z Move Distance |
The maximum distance the camera can move forward and backward. I.e. it can move half this distance in both the forward and backward directions from the center of the follow area.
|
Centre |
The center of the follow area on the X,Z plane of the camera follow area.
|
Circle |
Confines the camera to moving within a rectangular area.
|
Circle Diameter |
The diameter of the follow are circle.
|
Max Move Distance |
The maximum distance the camera can move along any axis. I.e. it can move half this distance from the center to it's maximum in a given direction.
|
Circle Centre |
The center of the follow area on the X,Z plane of the camera follow area.
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Punching
Property |
Description
|
Can Punch |
If the player is able to punch using their fists when not holding an item.
Note: With this disabled, the player is still able to use melee weapons.
|
Cooldown (s) |
How long since the start of the last punch (in seconds) must the player wait before they can begin another punch.
|
Damage |
How much damage does each punch deal to other players.
|
Punch Stuns Target |
Should punching another player stun them.
|
Punch Stun Duration (s) |
The duration of the stun inflicted on other players who get punched, in seconds.
|
Stuns
Property |
Description
|
Immunity Duration |
The duration in seconds since the last stun in which the player cannot be stunned again. Begins when the last stun finishes.
|
Respawning
Property |
Description
|
Can Respawn |
If the player should respawn when killed, or remain dead until the end of the round.
|
Respawn Time (s) |
The time is seconds between dying and being respawned.
|
Invulnerable Time (s) |
The time in seconds after respawning in which the player cannot take any damage.
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Event Triggers
Property |
Description
|
On Weapon Hit |
Event fired on the player when they are hit by a weapon.
|
Weapon Type |
The type(s) of weapon that will cause this event to fire.
|
On Tick |
Event fired on the player continuously with a given interval.
|
Interval |
How long in seconds between each firing of this event. Can set either a constant value or a random value with lower and upper bounds.
|
On Death |
Event that fires each time the player is killed.
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On Respawn |
Event that fires each time the player is spawned or respawned. This includes the first time they are spawned.
|
On First Spawn |
Event that fires only once per round on the initial spawn of the player.
|
Health
Property |
Description
|
Use Health |
If the player should use health or not. If not using health, any damage received will instantly kill the player.
|
Show Health Bar |
Whether or not a health bar should be displayed above every player's head.
|
Health Points |
How many health points should the player have.
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Board Mod Settings