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Random map generatoor copy pasta

Apr 12th, 2022
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  1. [h1] Holdfast Random Map Generator [/h1]
  2.  
  3. [i] A mod that creates a new random map on every load of the level synced between all players on the server [/i]
  4. [i] Version: 0.8 [/i]
  5. This mod is currently [b] only available on the holdfast beta branch [/b]
  6.  
  7. [hr][/hr]
  8.  
  9. [h1] Major Features [/h1]
  10.  
  11.  
  12. [i] Biomes [/i]
  13. Like minecraft, the mod uses a biome system to influence the terrain. The biome will be placed in a pseudo-natural manner with heat and rainfall determining the biomes used. Each biome will have diffrent generation and objects assosiated with it. Current biomes are
  14. [list]
  15. [*] ice
  16. [*] Tundra
  17. [*] Boreal Forest
  18. [*] Woodland
  19. [*] Grassland
  20. [*] Seasonal Forest
  21. [*] Rainforest
  22. [*] Savanna
  23. [*] Desert
  24. [/list]
  25.  
  26. [i] Terrain Generation and texturing [/i]
  27. Each biome will have slightly diffrent generation settings. For example an Ice Biome will have minimal hills and little height variation, in comparison a Tundra may have lots of small swooping hills and a Desert having much larger and more defined hills. The biomes contain a set of textures which are used with blending between biomes that are close to each other and steepness-based blending for hills.
  28.  
  29.  
  30. [i] Object Placement [/i]
  31. Each Biome has a set of Trees, Rocks, Bushes , details totally over 250 objects. Object placement occurs in 2 phases, a general object placement where low density foliage is added and a second pass where higher density objects are placed such as rock clusters, tree clusters or even aqueducts!
  32.  
  33.  
  34. [i] Points of interest [/i]
  35. To make linebattles more interesting, each map has a Random Chance to spawn "points of interest" that are located at equal distance from the two spawn points. The mod aims to emulate existing points of interest such as the Ruins on Tahir Desert or the Ship on island plains. These objects will have the terrain around them flatterned with various randomised prop groups spawning to provide cover.
  36.  
  37. [i] Spawn Area [/i]
  38. Each spawn area is generated at runtime with various cover provided for the artillery crew on a raised spawn zone. The amount of cover and whether a mortar is present or not is randomised.
  39.  
  40. [h1] Config Settings [/h1]
  41. The mod's biggest limitation currently is lack of config settings. However some values are changable. Due to the way map loading works, changes will only take affect on the NEXT LOAD of the map rather than the current load. Therefore for global settings you can swap to it before the event begins and then all future loading will work correctly with the custom settings . (If you are not using custom settings you can ignore this)
  42.  
  43. Variable changes should the format:
  44.  
  45. [code] mod_variable random_map:VARIABLE_NAME:Value #changes variable to the value for the next map (should be placed inside the map rotation) [/code]
  46.  
  47. [code] mod_variable random_map_GLOBAL:VARIABLE_NAME:Value #changes the value for ALL rotations (should be placed outside the map rotation) [/code]
  48.  
  49. Below is an example of all current ConfigVariables:
  50.  
  51. mod_variable random_map_GLOBAL:KeyPointSafeRadius:40 #Prevents structures from spawning within this radius from spawn
  52.  
  53. mod_variable random_map_GLOBAL:BorderSize:480 #Map size inside the borders. Eg 480x480 playable size
  54. mod_variable random_map_GLOBAL:BorderShouldSpawn:true #Should the mod spawn borders?
  55.  
  56. mod_variable random_map_GLOBAL:IntrestPoints_NoChance:0.5 #Chance that interest points DONT spawn
  57. mod_variable random_map_GLOBAL:InterestPoints_CenterChance:0.4 #Chance that center point spawns
  58. mod_variable random_map_GLOBAL:InterestPoints_SideChacne:0.4 #Chance that each side point spawns
  59. mod_variable random_map_GLOBAL:InterestPoints_MinDis:70 #min distance from center to interest point
  60. mod_variable random_map_GLOBAL:InterestPoints_MaxDis:140 #maxdistance from center to interest point
  61. mod_variable random_map_GLOBAL:InterestPoints_CanSpawnCenterAndSide:true #can spawn central and side points at the same time
  62.  
  63. mod_variable random_map_GLOBAL:SpawnZone_XMin:0.1 #min/max location of spawnpoints as a percentage of map size
  64. mod_variable random_map_GLOBAL:SpawnZone_XMax:0.5 #min/max location of spawnpoints as a percentage of map size
  65. mod_variable random_map_GLOBAL:SpawnZone_YMin:0.06 #min/max location of spawnpoints as a percentage of map size
  66. mod_variable random_map_GLOBAL:SpawnZone_YMax:0.16 #min/max location of spawnpoints as a percentage of map size
  67.  
  68. mod_variable random_map_GLOBAL:InputSeed:100 #use a predefined seed
  69.  
  70. mod_variable random_map_GLOBAL:BiomeImportSettings:Default #All biomes using realistic transitions
  71. mod_variable random_map_GLOBAL:BiomeImportSettings:GrassBased #Woodland, Grassland, SeasonalForest, Rainforest
  72. mod_variable random_map_GLOBAL:BiomeImportSettings:DesertBased #Woodland, Savanna, Desert
  73. mod_variable random_map_GLOBAL:BiomeImportSettings:SnowBased #Ice, Tundra, Woodland
  74.  
  75.  
  76. [hr][/hr]
  77.  
  78. [h1] Install [/h1]
  79.  
  80. Must be installed on both the Server and Client
  81.  
  82. [code] mods_installed 2754382447 #Random Map Generator [/code]
  83.  
  84. [code] load_mod 2754382447 #Random Map Generator [/code]
  85.  
  86. [hr][/hr]
  87.  
  88. [h1] Upcoming Features [/h1]
  89.  
  90. - More custom setting support
  91. - Randomised biome settings
  92. - River system
  93. - Island System
  94.  
  95. [hr][/hr]
  96.  
  97. [h1] Help the Mod [/h1]
  98.  
  99. If you have any ideas for props, structures or points of interest that should be implemented then comment them below. Extra props / points of interest are very easy to implement just using a drag-and-drop system in the SDK.
  100.  
  101. Make sure to subscribe to the mod for updates.
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