Train Valley 2

Train Valley 2

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Water And Ground Events 101 - Update 36 Editor Guide
By Vauban
With this update we're introducing changeable water and ground to our Editor. This is a guide to get you acquainted with new features.
   
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Introduction - Activables
A new Objects category - Activables. Three objects for ground events and six objects for water events. These objects need an active scenario to work - see Triggering Activables With Scenarios section of this guide.

Water Events
Three water object sizes - L_arge, M_edium and S_mall as well as two directions for the water to go - Up and Down.


Water objects should always be positioned at a desired starting level - the Down water will go down from there to a default level of -8 — or to a level according to a provided argument, while the Up water will go up from default -8 — or one according to an argument provided — up to that specified level.
Water Arguments
All activables have an Activator Args field. Argument values are always divided by ; —> for example
1;2;3
You can add just the first argument alone - or specify all three at once (if applicable). Unspecified activable arguments will default to preset values.

You can change the direction and depth of water events with the first argument, in meters. 1 meter equals 2 levels.

-4 will lower a body of water by 8 levels and 8 will raise water by 16 levels, up to level 0.


Second argument will change the speed of event - in seconds. Default is 8 seconds.
Ground Events
First, default settings: Ground To 0 will change ground to level 0 when triggered.

Ground To -3 will change ground to level -3 when triggered.

Ground To +3 will change ground to level +3 when triggered.


You should refrain from massive (30+ tiles) and/or simultaneous ground and water events - this puts a strain on the game engine and results in lag.

Want to raise ground - put an activable in a hole. Every adjacent ground tile at that activable's level and lower will be raised, while adjacent tiles above the activable's level will remain unchanged.

Want to lower ground - put an activable on a hill. Every adjacent ground tile at that activable's level and above will be lowered, while tiles that form the foot of that hill will remain unchanged.

Each hill/canyon needs its own separate activable to raise/lower its level.
Ground Arguments
First argument changes the destination level - in levels. -5 will make your canyon 5 levels deeper and 7 will raise your mountain to level 7.

Second argument will change the speed of event - in seconds. Default is 8 seconds.

Third argument changes the amount of steps it takes to animate the event. Default is three steps.

Triggering Activables With Scenarios
We have introduced several scenarios to our Editor to help trigger earthquake and flood mechanics too. Find them in Level Settings (under the Wrench button).


Activators Scenario
This scenario lets you activate new events with a timer - after a set amount (in seconds) a linked activable will trigger.

Linking is achieved through IDs. An activable is assigned the same ID number as a timer under the ACTIVATORS menu. To activate water event with ID=1 after 5 seconds we need a timer with ID 1 and an argument of 5.


Add more timers with + button. Several activables can have the same ID to be triggered simultaneously (still not really advised :)
Quest Completion Scenario
This scenario lets you trigger activables upon completing any quest in a linked city/cities.

Wrench - Scenarios - choose QuestCompletions, delete existing entries with the - button and add two fields for the cities. Enter 10 for the first, 20 for the second.


City IDs must be different from activable IDs. Having five activables with IDs from 1 to 5, the game upon completion of any quest in any linked city will trigger an activable object with ID 1. Complete one more quest - activable with ID 2 will go off, and so on. We suggest using a system where while having activable IDs 1 2 3 4 5 and so on you assign IDs 10 11 12 13 14 15 to your cities. Negative value IDs work too.

Here we have a city with Special Action ID 10 listed under Scenario City ID menu with the same ID of 10 and a quest to deliver 5 aeroplanes triggering a water activable with ID 1 (cyan coloured one, yes :)


If multiple cities are linked, completion of any quest in any linked city will trigger an activable.


Next we can complete a quest in another city with ID 20 — 5 Engineers, upon completion water activable 2 is triggered.
Delivery / Engineers Delivery Scenario
ID 1 in this scenario is to be assigned to all and any stations you wish to use for events triggering. Any activables you placed will have IDs 2 3 4 5 6 and so on.


Assign new Special Action IDs for cyan (for example ID 2) and purple (ID 3) lakes. Add new activable IDs 2 and 3 to the Delivery scenario Object ID list.


This scenario lets you trigger any activable by delivering anything to a station with defined Special Action ID 1. First delivery -> activable ID 2 is triggered, another delivery completed -> activable 3 goes off and so on.

Engineers Delivery scenario triggers activables only when Engineers are delivered to a station added to the scenario list.

These 2 scenarios do not support simultaneous triggering of two activables, even when the activables have same IDs.
Installing Test Levels
We are providing you with test levels, preassembled and preconfigured for you to better understand new Editor mechanics.

This is a guide for adding the levels to your Editor.

Water and ground activables [train-valley.com]

Activables Scenarios [train-valley.com]

Link above contains test levels, download them somewhere easily accessible.

You will find _Water_and_ground_activables.tv2level.bytes and _Activables_Scenarios.tv2level.bytes
Copy the files to you TV2 folder in

C:\Users\yourusername\AppData\LocalLow\Oroboro games\TrainValley2 (Windows)

and

~/Library/Application Support/Oroboro games/TrainValley2
or
~/Library/Application Support/net.oroborogames.TrainValley2/ (Mac OS, you will need to hit cmd+shift+. to see hidden folders).

Test levels now should appear in your Editor level list.

Good luck!
If you need any further assistance, join Train Valley 2 Discord Server[discord.gg] :)