WECCL Documentation Help

🏟️ Arenas

Adding Arenas

Custom arenas require an asset bundle with a GameObject as the root object and should be placed in a subfolder named arena.
Asset bundles can be created through Unity. For more information on how to create asset bundles, see Creating Asset Bundles. There is functionality in place to automatically assign collision to the arena, but this doesn't work for diagonal walls, i.e. walls that are not aligned with the X or Z axis. It may also not work as expected with some other wall shapes.

Features

Arena Name Customization

  • Customize the arena name: Create an object named Arena Name:YourArenaName. Ensure no space follows the colon. The text after the colon becomes the arena name in-game.

Arena Shape Definition

  • Define arena shape: To emulate the main arena's behavior, create an object named arenaShape4. There are options for arenaShape3, arenaShape2, and arenaShape1, though their AI behavior is less certain and open for experimentation.

Barrier and Cage Creation

  • Climbable barriers: Barriers named Barrier_Climbables will be treated as climbable. If grouped under a parent object, avoid using Barrier_Climbables in the parent's name. The mod generates climbable collision boxes for these barriers with a proper meshCollider.

  • Cage-like terrain: For chainlink fences or similar structures, use the name Fence_Climbables. The mod applies cage climbing logic to these objects.

Camera and Effects

  • Custom camera distance: Create an object named camDistance200 to set the camera distance to 200 (default is 135). This affects the trigger distance for name tags and entrance effects.

Pyrotechnics

  • Pyro spawn points: Mark pyrotechnic spawn locations with an object named PyroSpawn.

Map Bounds

  • Set map bounds: Following the Mesh Plane filters method, name the outermost Planes as Marker (North), Marker (East), Marker (South), and Marker (West). The mod uses these markers to define map boundaries.

Item Borders

  • Item spawn boundaries: Create empty objects named Itemborder (North), Itemborder (East), Itemborder (South), and Itemborder (West) to define where weapons spawn around the ring.

Fixed Furniture

  • Announcer Desk and Chairs: Use AnnouncerDeskBundle (and AnnouncerDeskBundle2 for multiples) to spawn a desk with office chairs at the specified location.

  • Other Furniture: Create objects named GameObject:FurnitureName to spawn specific furniture items at that location. See Furniture for a list of furniture names.

Weapon Spawns

  • Fixed weapon spawns: Use WeaponObject:WeaponName to spawn specific weapons. See Weapons for a list of weapon names.

  • Use WeaponObject:Random for random weapon spawns.

Additional Options

  • Announcer AI: To prevent announcers from leaving their seats, create an object named AnnouncerFreeze.

  • Titantron Camera: For dedicated titantron cameras, name the object TitantronCamera for automatic rotation towards the action.

Last modified: 12 april 2024