Broforce

Broforce

Broforce Custom Level Workshop
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PortalShifter 15 Jul, 2015 @ 12:15pm
Custom Map Questions
Hey guys I just started making custom maps for Broforce last week. I find the editor very easy to use but I've got some questions.

1. Is there any way to select-click-drag-drop all map objects in a selected area? Sometimes I build something too high or too short and would love to be able to just slide everything down or up 4-5 blocks. Is there any way to copy-paste a whole section?

2. What are the variables useful for? How can I use them? Is there anything I can do with variables that I can't do using other means?

3. Can you add Sawblades and landmines to a custom map? I've tried placing the "hidden explosives" doodad but it never does anything.

4. Can you increase the time that text appears on the screen? If I want to flash a message to the players that will stay on the screen for 5 seconds, what's the best way to do that? Should I use cutscenes instead?

5. Is there a list anywhere that explains exactly what all the different triggers do? Mostly I just use the Area trigger, I can guess what the Timer trigger does. But for most of the triggers I have no idea how to use them and don't see where they are explained.

6. Can you edit the placement of a mook spawned in with the Spawn Resource code? Can I make them turn left or right after spawning?

7. I've been using a guide with the spawn commands and stuff. Can't find a link to it now. What are the best map making guides to use? Does anyone have a complete currently updated list of the enemy spawn codes and stuff?

Will add more questions here if I think of others. Thanks in advance for the help!
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Showing 1-15 of 17 comments
Brofessional 7 15 Jul, 2015 @ 12:54pm 
1 hightlight using alt... drag as a whole or hold shift to copy entire part
2 not sure still learning to... lol
3 depends on area... forrest, city, ect
4 subtitle on bottom works best... lasts about 5 seconds
5 trial and error is the key... im still learning things myself :-)
6 trigger character command... i just started using this lately
7 https://steamhost.cn/steamcommunity_com/app/274190/guides/?browsefilter=trend&requiredtags[]=Workshop&requiredtags[]=english

hope this all helps bro! :beer: cheers!
Last edited by Brofessional; 15 Jul, 2015 @ 1:39pm
pizzascience 4 15 Jul, 2015 @ 4:45pm 
do trap 3,4,5,
pizzascience 4 15 Jul, 2015 @ 4:52pm 
Check trane means it will do something when what's selected is brocken.On screen I think means when you can see this area. The entity I I can't get to work but in dodad propertys you can tag things by left clicking on it and typing the tag then you type it in the the trigger were it says tag. Level end win and level end loose is for when you win or loose the level for when you want to say to bad or you'r awesome or something. Hope this helps
PortalShifter 20 Jul, 2015 @ 5:25pm 
Thanks for the replies. I figured out how to do the text I wanted using the ContinousText command and Signposts. I'm already doing some cool stuff like putting area triggers on ziplines to do slow-mo time when you hit the zipline for maximum epicness lol. Also enjoy putting slow-mo area where you end the level.

Entity trigger doesn't seem to work for me either. Nothing ever happens when the target dies. Does the Timer trigger work for you? I haven't gotten it to work yet.


Here is the guide I've been using: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=398469348
^ Is there any guide with more up-to-date info for the spawn commands than this?


Are Cutscenes a thing? I can't find anything in the editor that actually refers to a cutscene. You have to make it yourself using some of the camera commands? But there's no way to actually get a cutscene of two Bros' character portraits talking to each other with dialog text? That's what I wanted.


I've had two weird issues that seem to be related to screen resolution.

#1 When I put the large save-progress Vertical or Horizontal checkpoints and then I play the map and die there, I respawn there but all the map underneath that checkpoint is totally gone. Like it got deleted. I can fall through the map in spots that definitely had blocks there, before the checkpoint respawned me.

#2 When I made a Deathmatch map at 80 blocks wide, then play it I only get 40 blocks worth of map. Half of it was cut off entirely and not available during play, although when I reloaded the map in editor, it showed the entire 80 block width.

Are these known bugs or what?
Last edited by PortalShifter; 20 Jul, 2015 @ 5:26pm
Brofessional 7 21 Jul, 2015 @ 9:21am 
#1 thats how the big checkpoints are supposed to work... i dont like to use them unless its a strait map.

#2 not sure but maybe the deahtmatch maps are only supposed to 40 wide... like i said not sure
PortalShifter 3 Aug, 2015 @ 8:24pm 
I'm having a problem with one of my maps. It's a Racing map where you need to speedrun the level several times before you can finish quickly enough to win.

However, the loading time for this map is.... 1:30. A minute and a half to load the map after death. So if you play 20 seconds then die, you wait 90 seconds before you can play again. Which sucks on this map in particular.

Does anyone know what affects loading times? It's not file size, because I have plenty of maps that are larger file size which load much faster. I think map width might have something to do with it, but I'm having trouble figuring out exactly what's causing the super slow loading time.
pizzascience 4 4 Aug, 2015 @ 7:01am 
I think it's explosives
PortalShifter 4 Aug, 2015 @ 7:43am 
Originally posted by pizzascience:
I think it's explosives

I tried deleting every explosive on my map. Didn't help the loading times at all. =/

Only thing that's helped so far is deleting map width which helps significantly, or deleting some triggers which only helps a little bit.

What I don't understand is what's different on this map, from my maps that load in 20 seconds. Really cannot figure it out. So I'm just going through deleting/changing stuff until I can find what causes slow loading.

The only thing that seems to matter is the map width is a full 256. But the height is only 32!
Last edited by PortalShifter; 4 Aug, 2015 @ 8:05am
Soup Calhoun 106 4 Aug, 2015 @ 8:52am 
Terrain. Large chunks of excess terrain is bad.
PortalShifter 4 Aug, 2015 @ 9:08am 
Originally posted by Soup Calhoun:
Terrain. Large chunks of excess terrain is bad.

When I get home from work I'll test this, thanks!
PortalShifter 6 Aug, 2015 @ 7:12am 
Thanks a bunch Soup Calhoun, the problem was big chunks of terrain on my maps. The map that was loading in 90 seconds, now loads in 17 seconds. Thanks, this helped a lot in finishing my campaign!

My epic 20 level, 3-4 hour campaign is finished. Is it appropriate to post here, or does Steam workshop have it's own message boards? I haven't used Steam workshop before.
Brofessional 7 7 Aug, 2015 @ 5:35am 
Originally posted by PortalShifter:
Thanks a bunch Soup Calhoun, the problem was big chunks of terrain on my maps. The map that was loading in 90 seconds, now loads in 17 seconds. Thanks, this helped a lot in finishing my campaign!

My epic 20 level, 3-4 hour campaign is finished. Is it appropriate to post here, or does Steam workshop have it's own message boards? I haven't used Steam workshop before.
u can post what u want here its ur thread! :caster_happy:

did u upload it? i dont see it on ur profile?
Last edited by Brofessional; 7 Aug, 2015 @ 5:36am
PortalShifter 7 Aug, 2015 @ 7:49am 
Campaign is not 100% finished. I'm waiting for some feedback from testers before I publish. Soon! =)

One more question: is there a way to activate an on-screen timer like they used in the official campaign on the alien defense level?
pizzascience 4 7 Aug, 2015 @ 8:17am 
Originally posted by PortalShifter:
Campaign is not 100% finished. I'm waiting for some feedback from testers before I publish. Soon! =)

One more question: is there a way to activate an on-screen timer like they used in the official campaign on the alien defense level?
you have testers?
Soup Calhoun 106 7 Aug, 2015 @ 9:11am 
Originally posted by PortalShifter:
Campaign is not 100% finished. I'm waiting for some feedback from testers before I publish. Soon! =)

One more question: is there a way to activate an on-screen timer like they used in the official campaign on the alien defense level?

This is what variable triggers are for.

Trigger 1: anything
  • Action A1: Set a variable named "timer" to 60 (it can be any name or amount of seconds this is just an example)

  • Action A2: Make that variable to decrement over time by 1.

  • Action A3: Use the TextDisplayContinous event action: " %timer "

Trigger 2: Variable "timer" Less than or equal to 0
  • Action B1: You can freeze the countdown with a StopAction "A2" (the name of the action is A2 in this example) event action or you can null the text with TextDisplayContinous event action: " ".
  • Action B2: Whatever else should happen when the time runs out, whether it, failure, success chopper summon, boss appears, etc.

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