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Creating Parkour Maps
In order to make your first parkour map you will first need to make sure that lobby location is set, you can do that using SetLobby
command while standing on the position you want to be set as the lobby.
Now you can start map creation process by using CreateParkour <Name>
command, name cant have spaces and has to be one word, but you can use SetDisplayName <Name>
command after which can contain spaces and will be displayed in most places in the plugin, if you dont set display name default name will be used instead.
Parkour Maker also uses editor style system which means that once you type CreateParkour
or EditMap <Name>
(EditMap command required default map name) commands you will be put into the editor mode for the specified map meaning that all further commands that you use for modifying parkour maps will be changing the map you are editing. To exit editor mode simply type EditMap
this will exit edit mode.
There are two more essential things first one is setting the starting point of the parkour map, you do that by using SetStart
command while standing on the block you wish to be marked as the start of the map where players will be teleported once they join this parkour map. And the last essential step is setting the finish point, you can do that using SetFinish <Type>
command, now unlike starting position finish position can be a single block in which case you would use SINGLE
for the type, but if you wish for the finish point to be bigger then 1 block you can make a selection with a world edit wand and use MULTI
as the type which will use that whole selection as the finish point.
Those are all of the essential things you need to set in order to make a parkour map playable all the other features are optional and are not required for map to be playable.
By default when created a parkour map is disabled, to enable it you will need to use Toggle <Name>
(Toggle command required default map name) if map is disabled it will be enabled and if its enabled it will be disabled simple. Map cannot be enabled if the essential features mentioned above are not set.
When a player reaches finish point they are teleported to the lobby, if you wish that they be teleported somewhere else you can do that by using SetFinishTeleport
command while standing on the block you want them to be teleported to after they reach finish point. Each map can have different or same location.
Checkpoints are used as a point where player will be teleported to if they fall into the fall zone area having previously reached that checkpoint. The way to add checkpoint is by using AddCheckpoint <Type> <Position> [Name]
command, yes same as the finish point checkpoints can be single or multi type the only difference being that if you are using multi type you still need to stand on the block you wish player to be teleported to after falling into the fall zone while selection area is used to detect if the player has reached certain checkpoint. The position is used to tell the order of checkpoints it goes from 1 and up, 0 is reserved for starting point. For example if player reaches checkpoint with position 1 he will no longer be teleported to the starting point but to the checkpoint with the position number 1, if he then reaches checkpoint 2 he will be teleported to checkpoint 2 if he falls into the fall zone and so on. The name is optional and is purely cosmetic, checkpoint position will be used instead if name is not specified in messages, keep in mind that checkpoint names can have spaces.
Fall zones are areas(usually beloved the platform) that are there to catch players that fall of the platform and put the back on the right track. To add fall zone you will first need to make a world edit selection and then use AddFallzone <Name>
command. Names can have spaces and are used to tell different fall zones apart.