Mod Settings

From Pummel Party Mod Documentation
Revision as of 20:38, 17 December 2023 by RBAdmin (talk | contribs) (→‎Board Mod Settings: Added new board settings)
(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 Gameobject. These settings are grouped into the special Minigame/Board Settings gameobject at the top of the Hierarchy Window. These control important attributes 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

Music & Ambient Sound

Property Description
Music The music that plays in the background while playing the minigame or on the board scene. This track will loop.
Music Volume The volume of the music.
Ambience An ambient track to play in the background. This track will loop.
Ambience Volume The volume of the ambient track.

Lighting

These settings allow the lighting of the entire mod to be adjusted. This can set the tone of the mod, or create interesting effects such as making the mod very dark or setting very unusual lighting.

See Lighting Settings for the available options.

Screen Effects

Screen effects are post-processing style effects that are added to the final view of the scene before it is shown to the player. Screen effects include things like bloom and color correction.

See Screen Effects for the available options.

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 quickly 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 of 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 from 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 its 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 perpendicularly looking directly down from above.
Position Offset How far back the camera is from its 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 its maximum in a given direction.
Circle Centre The center of the follow area on the X/Z plane of the camera follow area.

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 respawned. This does not include the first time they are spawned at the beginning of a game or round.
On Round Start Event that fires per player once per round on the initial spawn of the player.
E.g. This will fire at the start of each round if multiple rounds are used, or just once at the start of the game if it only has a single round. Use a Logic Component Round Start trigger if you want to run actions that aren't tied to a player.
On Round End Event that fires per player once per round when the round has ended.
E.g. This will fire at the end of every round if multiple rounds are used, or just once at the end of the game if it only has a single round. Use a Logic Component Round End trigger if you want to run actions that aren't tied to a 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.

Name Tags

Property Description
Name Tag Type What type of player name tags should be used by this minigame? This setting changes how the nametag scales as it moves away from the camera and whether it is displayed in front of or behind objects in the world.
Screen Space Name tags keep a constant, fixed size on the screen regardless of how far away the player is from the camera. The nametag will appear above everything else in the scene.
World Space Name tags will shrink as they move farther away from the camera as any object typically would. The nametag will still appear above everything else in the scene however.
True World Space Name tags will shrink as they move farther away from the camera as any object typically would. The nametag will be occluded by scene objects. (Default value)

Board Mod Settings

Board Details

Property Description
Trophy Chests The default number of chests to spawn when playing the map. This many chests will be spawned on the board at once unless the player's ruleset is set to override the chest count.
Weapons Cache Can the weapons Cache spawn on this board?
Custom Chest Shuffle Position Enable this to override the position of the Fake Chest modifier's chest shuffle animation. If left disabled, the shuffle will happen above one of the graveyard spaces.
Chest Shuffle Position An x,y,z position in world space for where the chest shuffle animation will occur. A gizmo will appear in the scene view at this location whenever the board details are visible in the Inspector Window.

Custom Spaces

Property Description
Custom Space Prefabs A list of prefabs that can be used as custom board spaces. See Custom Board Space for more information.

Board Size

Property Description
Use Custom Board Size Enabled the inputs to set a custom board size. If this is disabled, the board size is calculated automatically based on the placement of board spaces in the scene. Only enabled this if you have a need to set the board size manually.
Left/Right Size The width of the board map playable area on the X axis, in units.
Forward/Backward Size The width of the board map playable area on the Z axis, in units.
Map Center The X/Z position of the center of the board map.

Camera Settings

Property Description
Elevation Angle The angle between the camera's view direction and the X/Z plane, in degrees.
Camera Mode The type of camera view mode to use.
Perspective View the world with a 3D camera that can show depth and perspective.
Field of View The vertical field of view of the camera. Higher values result in more objects being seen around the edge of the view.
Distance The distance to the target from the camera.
Orthographic View the world with a 2D camera that displays everything at the same depth.
View Size The size of the camera's view. Technically, this is half the height of the camera view in units.