Violet CLM
Oct 4, 2002, 12:05 AM
First, I'll just say this is the 400th thread in JCS, so as to get it out of my system.
I notice some of the same questions get posted repeatedly, albeit not as much recently, and was thinking that a list of answers to common questions might be a good idea. Post some question that isn't in the list (yes, this does require pre-submission reading), and I shall do my best to answer it and put it in the list (or get someone else to answer it first). This starting post shall be edited when a new question must be added, so everything can be viewable at first look. Please make sure your questions are understandable, and try not to make them like this;
Whatss the roket turtle ????
Anyway, I shall now start the list.
What does the Rocket Turtle do, and how do I make him work?
The rocket turtle, despite being in the Enemies section, is really a boss, and will appear when you hit an Activate Boss event. The Rocket Turtle will, once activated, follow a path of Area IDs (Gameplay: Area, you must lay them out beforehand, as they will not magically appear). As far as I know, the actual ID of the Area ID does not matter (thanks to EvilMike), though lower numbers may take precedent, I don't know. If there are no Area IDs around him at the start, he flies to the upper left corner, so make sure to have a heavy curtain of Area IDs around his top left corner, as well as a thin one around the rest of him. Once he reaches the last Area ID on the path, he will stop moving, and can be defeated at leisure (unless unreachable).
How do I stop ammo from going through walls?
TNT you can't stop from going through walls, so if the level has TNT (which it generally shouldn't, as TNT can give the server a Game Over), make the walls kind of thick (four tiles should be thick enough. Or you could put lots of No Fire Zones around the walls, but that leads to its own problems). Otherwise, TNT scenery, Richochet or Ceilling/Horizontal Spring events all around the enclosed area will all effectively stop shot from getting through the wall.
I'm making a level using ambient lighting, and you go underwater, but the lighting suddenly stopped working!
As soon as water is in a level, ambient lighting will not work, and only changes the color of the water slightly. However, you can have all the ambient lighting you want Before hitting the water level event.
Water doesn't work for me. I hit a Water Level event and no water appears.
The first water level event the player hits MUST have Instant set to 1, or it will not work. After the first one, they will all work.
After the first one, if Instant is set to 1, the water will automatically go that height, if set to 0, it would rise/sink to that height. (like it did in JJ1)
Set water level to the Y pos you want the water level to be at. If set to 0, the water level will go to whatever Y pos you are at at the moment.
When I try to run my level, it gives me an Access Violation!
This could be for a variety of reasons.
A) You have flipped animated tiles with a Destruct/Stomp/Trigger/Collapse/Speed scenery event on it.
B) Layer 4 has Tile Width/Height on.
C) JCS just doesn't like you.
I tried to make some Destruct Scenery blocks, but they didn't work, and now lots of tiles are missing!
All Destruct/Stomp/Collapse/Speed scenery events must be on an animated tile of AT LEAST three frames. The first frame is the initial tile, the second to last frame is what will be there once the block is destroyed, and the last frame is what goes flying. (In Collapse and Destruct, all frames between First and Second to last are more stages) Trigger is about the same, only it doesn't Require the third frame, though if it has more then two frames in its animation it will end at the second to last frame.
I put some text in my level, but it displays some weird text like "A flame weapon can be used to kill bugs" instead of what I filled in for the text strings.
If your level's filename is a set of characters from an official level (E.G. Car from Carrot1), all text strings in the level will be the ones from the official level, other then the ones not used in the official level. You can remedy this, obviously, by changing the filename or using TextIDs not in the official level. It is unknown why this bug exists.
How do I make ceilling spikes?
Place the "Bees" event (Enemies: Bad Guys) on top of the tile you wish to be a ceilling/wall hurt thing, and it should work effectively. However, if the tile's fully masked, or mostly masked, it may not quite work.
How do I make a hotel?
How you make a hotel is up to you,, but I can tell you some things to do so it's not as likely to get a 3.7.
Have an understandable layout, don't have a bank where you get tons of free money for no reason, have a lot of activities, have some original stuff, if you must have rooms try not to make them all exactly the same and have good eyecandy.
What does "Limit Visible Region" do in layer properties?
Sorry, I'm exactly sure. The noticable effect is that it moves it down, and thus is useful for background mountain ranges, etc.
I notice some of the same questions get posted repeatedly, albeit not as much recently, and was thinking that a list of answers to common questions might be a good idea. Post some question that isn't in the list (yes, this does require pre-submission reading), and I shall do my best to answer it and put it in the list (or get someone else to answer it first). This starting post shall be edited when a new question must be added, so everything can be viewable at first look. Please make sure your questions are understandable, and try not to make them like this;
Whatss the roket turtle ????
Anyway, I shall now start the list.
What does the Rocket Turtle do, and how do I make him work?
The rocket turtle, despite being in the Enemies section, is really a boss, and will appear when you hit an Activate Boss event. The Rocket Turtle will, once activated, follow a path of Area IDs (Gameplay: Area, you must lay them out beforehand, as they will not magically appear). As far as I know, the actual ID of the Area ID does not matter (thanks to EvilMike), though lower numbers may take precedent, I don't know. If there are no Area IDs around him at the start, he flies to the upper left corner, so make sure to have a heavy curtain of Area IDs around his top left corner, as well as a thin one around the rest of him. Once he reaches the last Area ID on the path, he will stop moving, and can be defeated at leisure (unless unreachable).
How do I stop ammo from going through walls?
TNT you can't stop from going through walls, so if the level has TNT (which it generally shouldn't, as TNT can give the server a Game Over), make the walls kind of thick (four tiles should be thick enough. Or you could put lots of No Fire Zones around the walls, but that leads to its own problems). Otherwise, TNT scenery, Richochet or Ceilling/Horizontal Spring events all around the enclosed area will all effectively stop shot from getting through the wall.
I'm making a level using ambient lighting, and you go underwater, but the lighting suddenly stopped working!
As soon as water is in a level, ambient lighting will not work, and only changes the color of the water slightly. However, you can have all the ambient lighting you want Before hitting the water level event.
Water doesn't work for me. I hit a Water Level event and no water appears.
The first water level event the player hits MUST have Instant set to 1, or it will not work. After the first one, they will all work.
After the first one, if Instant is set to 1, the water will automatically go that height, if set to 0, it would rise/sink to that height. (like it did in JJ1)
Set water level to the Y pos you want the water level to be at. If set to 0, the water level will go to whatever Y pos you are at at the moment.
When I try to run my level, it gives me an Access Violation!
This could be for a variety of reasons.
A) You have flipped animated tiles with a Destruct/Stomp/Trigger/Collapse/Speed scenery event on it.
B) Layer 4 has Tile Width/Height on.
C) JCS just doesn't like you.
I tried to make some Destruct Scenery blocks, but they didn't work, and now lots of tiles are missing!
All Destruct/Stomp/Collapse/Speed scenery events must be on an animated tile of AT LEAST three frames. The first frame is the initial tile, the second to last frame is what will be there once the block is destroyed, and the last frame is what goes flying. (In Collapse and Destruct, all frames between First and Second to last are more stages) Trigger is about the same, only it doesn't Require the third frame, though if it has more then two frames in its animation it will end at the second to last frame.
I put some text in my level, but it displays some weird text like "A flame weapon can be used to kill bugs" instead of what I filled in for the text strings.
If your level's filename is a set of characters from an official level (E.G. Car from Carrot1), all text strings in the level will be the ones from the official level, other then the ones not used in the official level. You can remedy this, obviously, by changing the filename or using TextIDs not in the official level. It is unknown why this bug exists.
How do I make ceilling spikes?
Place the "Bees" event (Enemies: Bad Guys) on top of the tile you wish to be a ceilling/wall hurt thing, and it should work effectively. However, if the tile's fully masked, or mostly masked, it may not quite work.
How do I make a hotel?
How you make a hotel is up to you,, but I can tell you some things to do so it's not as likely to get a 3.7.
Have an understandable layout, don't have a bank where you get tons of free money for no reason, have a lot of activities, have some original stuff, if you must have rooms try not to make them all exactly the same and have good eyecandy.
What does "Limit Visible Region" do in layer properties?
Sorry, I'm exactly sure. The noticable effect is that it moves it down, and thus is useful for background mountain ranges, etc.