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        \_____  \\   __\_  __ \__  \\   __\__  \   / ___\|  |  \/  ___/
        /        \|  |  |  | \// __ \|  |  / __ \_/ /_/  >  |  /\___ \
       /_______  /|__|  |__|  (____  /__| (____  /\___  /|____//____  >
               \/                  \/          \//_____/            \/
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                          T H E   W A R   B E G I N S
           Stratagus - A free fantasy real time strategy game engine

Stratagus Configuration Language Description: Map Setup


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SetStartView SetAiType SetHeightMap SetTile SetTileMap

Intro - Introduction to functions to setup maps

A map is defined in 2 steps. This page documents map setup functions used in the second step.

The map setup functions load the actual map into the engine. This includes functions to load the tileset which are defined in the Tileset page.

Other functions defined elsewhere are usefull in the map setup step: CreateUnit and SetPlayerData, SetSharedVision, SetDiplomacy.

Note: This is for the new map format. Not implemented yet.

Functions

SetStartView(player, x, y)

Set the location of the map stratagus will show to the given player when starting. This works a little bit like a special CenterMap for each player.
player
number of the player
x
x position in tiles
y
y position in tiles

Example

    SetStartView(0, 20, 10)

SetAiType(player, ai-type)

Set what kind of ai algorithm should be used. For example: an air based ai for a map with a lot of obstacles. Call this function only when creating a game, not during the game.

player
The player number.
ai-type
The name of the ai algorithm to use.

Example

    SetAiType(0, "ai-air")

SetHeightMap(imagepath)

A pixel in the heightmap represents the height of one tile. This function is optional. If the game doesn't need a height map, default values will be used.

imagepath
Filename of the grayscale image for the heightmap. Black(0) is lowest level. White(255) is highest level.

Note: This is for the new map format. Not implemented yet.

Example

    SetHeightMap("doomworld/doomworldheights.png")

SetTile(tilemodel, x, y)

Set a tile of the tilemodel given by tilename at the position defined by the x,y coordinates. SetTile can be called ingame for special effects.

Example

    -- Create a uniform desert of sand.
    for i=0 to 32 do
       for j=0 to 32 do
          SetTile("sand", i, j)
       end
    end

ApplyTileMap(tilemapfile, x, y, width, height)

Apply a tilemap from a compact tilemap file to our tilemap.
tilemapfile
Path to the tilemapfile.

Note: This is for the new map format. Not implemented yet.

Example

   -- Load the full map from a file
   SetTileMap("doomworld/doomworld.tmf", 0, 0, 64, 64)
   -- Replace the middle square with a tilemap showing a volcano
   SetTileMap("doomworld/volcano.tmf", 25, 25, 10, 10)


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