Mod Settings

From Pummel Party Mod Documentation
Revision as of 23:59, 4 December 2022 by RBDev (talk | contribs) (First few sections of content, much more to go)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

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

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.
Placement Condition How the players are ordered to determine who came first to who came last.
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.

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.

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.

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.
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.

Board Mod Settings