Difference between revisions of "Cave unit layout file"

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m (Espyo moved page Pikmin 2 layout file to Cave unit layout file without leaving a redirect: More descriptive name.)
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{{DISPLAYTITLE:''Pikmin 2'' layout file}}
 
 
In ''Pikmin 2'', each cave unit has a <code>layout.txt</code> file, which controls the spawn coordinates for objects and a few other special things. These can be found in <code>/user/Mukki/mapunits/arc/*/arc.szs/tmp/layout.txt</code>.
 
In ''Pikmin 2'', each cave unit has a <code>layout.txt</code> file, which controls the spawn coordinates for objects and a few other special things. These can be found in <code>/user/Mukki/mapunits/arc/*/arc.szs/tmp/layout.txt</code>.
  
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=== Entry ===
 
=== Entry ===
Each entry in the list is inside its own block.
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Each entry in the list is inside its own block, delimited with <code>{</code> and <code>}</code>.
  
 
The first line in the block is the "type of coordinate". Only objects that match this type can spawn here. For a list of type IDs and what they're normally used for (although this is not a hard rule), see [[Cave definition file#Type|here]].
 
The first line in the block is the "type of coordinate". Only objects that match this type can spawn here. For a list of type IDs and what they're normally used for (although this is not a hard rule), see [[Cave definition file#Type|here]].

Revision as of 21:35, 6 October 2018

In Pikmin 2, each cave unit has a layout.txt file, which controls the spawn coordinates for objects and a few other special things. These can be found in /user/Mukki/mapunits/arc/*/arc.szs/tmp/layout.txt.

Format

Header

The first value in the file specifies the number of spawn coordinate entries this cave unit has. In the canon files, it is commented with num gens ("number of generators"), and is on the second line, since the first line has the comment, BaseGen file.

After the header follows the list of entries.

Entry

Each entry in the list is inside its own block, delimited with { and }.

The first line in the block is the "type of coordinate". Only objects that match this type can spawn here. For a list of type IDs and what they're normally used for (although this is not a hard rule), see here.

The second line is the coordinates themselves, in the format X Y Z. The coordinates are based on the cave unit, not the world coordinates.


To do: Document the third line.

The fourth line is the maximum radius in which the objects can randomly spread out from the initial point. Whenever an object chooses to spawn here, it randomly spreads out from the exact coordinates, using this information.

The fifth and sixth lines are the lower and upper limits of the random amount, respectively. Every time the game picks a spawn coordinate to use, it generates a number between these two limits, inclusive. Then, it spawns that number of objects in this spot (until it spawns more than it intended to, at least).