Difference between revisions of "Mapcycle.cfg"

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(Created page with "Often loaded by the dedicated_autostart.gm file, this GML file sets the variable "mapcycle" with the cycle of maps, separated by a semicolon (;). <pre> mapcycle = Rules/CTF/...")
 
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Often loaded by the [[dedicated_autostart.gm]] file, this GML file sets the variable "mapcycle" with the cycle of maps, separated by a semicolon (;).
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Often loaded by the [[dedicated_autostart.gm]] file, this script creates the array "mapcycle" with the cycle of maps, separated by semicolons (;).
  
<pre>
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<syntaxhighlight lang="ini" enclose="div">
 
mapcycle = Rules/CTF/Maps/mapname.png;
 
mapcycle = Rules/CTF/Maps/mapname.png;
</pre>
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</syntaxhighlight>
  
It is worth it to note that maps here can either be PNGs (.png), or GML (.gm) files. A .gm file specified here will allow you to run specific scripts prior to loading the map; however, if you do specify a .gm file, you'll need to call LoadMap in the .gm file.
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It is noteworthy that maps here can be either PNG's (.png), KAG (.kag) files, or gamemonkey scripts (.gm) files. Using a .gm file will allow you to run specific scripts prior to loading the map and during gameplay; however, you will need to call LoadMap in the .gm file. KAG map files will allow you to save entities such as rooms, lanterns, and other items not saveable by the png format.

Revision as of 11:48, 8 January 2013

Often loaded by the dedicated_autostart.gm file, this script creates the array "mapcycle" with the cycle of maps, separated by semicolons (;).

mapcycle = Rules/CTF/Maps/mapname.png;

It is noteworthy that maps here can be either PNG's (.png), KAG (.kag) files, or gamemonkey scripts (.gm) files. Using a .gm file will allow you to run specific scripts prior to loading the map and during gameplay; however, you will need to call LoadMap in the .gm file. KAG map files will allow you to save entities such as rooms, lanterns, and other items not saveable by the png format.