Diversion Network
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  • Map Configuration Guide

    Contents


    Velocity

    One of the most fun ways to get around is by using velocity areas. Often called 'Jump Pads'.

    Although this is a good way to use velocity, it's not the only use.

    You can also use velocity areas to prevent players from getting in an area, to slow players down or to create other interesting movements.

    There are two types of velocity areas: velocity and velocity+.


    Basic Velocity:

    The basic velocity area sets a player's velocity.

    This means it works really well when you try to block a player from entering or for boost pads.

    One of the common problems with using velocity to create boost pads is the inaccuracy.

    This can be solved by making it harder to enter the area in different ways.

    The best way to do this is lowering the height of said boost pad.

    This is a good example for a velocity boost pad:

    areas aVelocity1 coords[ -3,16,82,3,15.1,83 ] a velocity 0,2,-5 < b velocity 0,2,-5 < < <

    Notice the weird 'Y' coordinates in the area.

    The exact height of this area is 0.1 blocks.

    However, due to the way decimals work, the second number was lowered by '0.9' instead of increased with '0.1'.

    The numbers behind "velocity" define how much you would get boosted.

    The highest velocity we support is 5. If this is not enough, you might need to use multiple areas after eachother.


    Velocity+:

    This velocity area is more advanced.

    Instead of setting a player's velocity to this number, it adds to their current velocity.

    Speeding up the players if they walk in the right direction, but slowing them down if they try to go the other way.

    Allthough they're quite different while playing, these areas look really similar in mapfig.

    The only difference is the little '+' in the area:

    areas aVelocity1 coords[ -3,16,82,3,15.1,83 ] a velocity+ 0,2,-5 < < <