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		<id>https://ssbd.a000ff.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hipshot</id>
		<title>Serious Sam's Bogus Detour - User contributions [en]</title>
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		<updated>2026-04-26T10:56:26Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=User:Hipshot&amp;diff=613</id>
		<title>User:Hipshot</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=User:Hipshot&amp;diff=613"/>
				<updated>2017-08-01T14:17:10Z</updated>
		
		<summary type="html">&lt;p&gt;Hipshot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article describes the most basic parts of the editor, from first setup to launching a smaller &lt;br /&gt;
&lt;br /&gt;
test level ingame.&lt;br /&gt;
&lt;br /&gt;
=Preparation=&lt;br /&gt;
Before you start using the editor, you need to setup a working directory for your level, campaign or &lt;br /&gt;
&lt;br /&gt;
mod and a scenario [[info.xml]] file.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Navigate to your SSBD directory, then go into the folder '''scenarios''', inside here, create a new &lt;br /&gt;
&lt;br /&gt;
folder called '''mycampaign''' or whatever you feel like calling it. Inside '''mycampaign''' create &lt;br /&gt;
&lt;br /&gt;
yet another folder called '''levels'''.&lt;br /&gt;
&lt;br /&gt;
Now you need to set up an [[info.xml]] file, this file contains important information about the &lt;br /&gt;
&lt;br /&gt;
scenario.&amp;lt;br&amp;gt;&lt;br /&gt;
Create a text document inside the '''mycampaign''' folder, name this '''info.txt''', then open it and &lt;br /&gt;
&lt;br /&gt;
paste the following text inside&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre class=&amp;quot;prettyprint&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;info&amp;gt;&lt;br /&gt;
	&amp;lt;name&amp;gt;My cool campaign&amp;lt;/name&amp;gt;&lt;br /&gt;
	&amp;lt;tag&amp;gt;This is the best campaign&amp;lt;/tag&amp;gt;&lt;br /&gt;
	&amp;lt;description&amp;gt;The end is near, or perhaps not! In any case, this is a really fun level!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/description&amp;gt;	&lt;br /&gt;
		&lt;br /&gt;
	&amp;lt;players min=&amp;quot;1&amp;quot; max=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
	&amp;lt;start&amp;gt;&lt;br /&gt;
		&amp;lt;level name=&amp;quot;The Pride of Memphis&amp;quot; lvl=&amp;quot;levels/level1.lvl&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;/start&amp;gt;&lt;br /&gt;
&amp;lt;/info&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Save the file and rename it to '''info.xml'''.&lt;br /&gt;
==Starting the editor==&lt;br /&gt;
The editor can be found inside the SSBD install directory, called '''EDITOR.exe''', or as a lunch &lt;br /&gt;
&lt;br /&gt;
option in Steam when you click the ''Play'' button.&lt;br /&gt;
&lt;br /&gt;
==Workspace==&lt;br /&gt;
The editor workspace consists of several parts: ''History'', ''Layers'', ''Properties'', ''Toolbar'', &lt;br /&gt;
&lt;br /&gt;
''Menus'' and the ''Status Bar'', the picture below outlines these parts.&lt;br /&gt;
[[File:Editor_guide_launch.png|thumb|left|175px|Workspace]]&lt;br /&gt;
# '''Menu:''' In the menus you can find most basic functions, like testing the level from the editor &lt;br /&gt;
&lt;br /&gt;
and showing and changing the grid.&lt;br /&gt;
# '''Tool Bar:''' Quick shotcuts to such functions like turn on the grid and simulate physics &lt;br /&gt;
&lt;br /&gt;
(recommend to turn simulate physics off).&lt;br /&gt;
# '''History:''' Saves your current work progrss so you can undo in steps, sometimes this function &lt;br /&gt;
&lt;br /&gt;
undo twice, so be careful, better not use at all.&lt;br /&gt;
# '''Layers:''' Where you choose your work layer, if you don't have ''Global Selection'' on, you can &lt;br /&gt;
&lt;br /&gt;
only work in one layer at once.&lt;br /&gt;
# '''Properties:''' Used to change properties of a selected unit or script, like what unit to spawn &lt;br /&gt;
&lt;br /&gt;
with a [[SpawnUnit_WorldScript]].&lt;br /&gt;
# '''Status Bar:''' Shows the number of units selected, zoom grade and on what co-ordinates the mouse &lt;br /&gt;
&lt;br /&gt;
cursor is at.&lt;br /&gt;
&lt;br /&gt;
==Game mode==&lt;br /&gt;
[[File:Basics_gamemode.png|thumb|100px|GameMode settings]]&lt;br /&gt;
Before you start constructing a level, you need to decide what game mode it should have. You should &lt;br /&gt;
&lt;br /&gt;
always do this, since it contains important settings and information about the level.&lt;br /&gt;
For this tutorial, we would choose '''Campaign''' under the tab '''GameMode''' in the '''Layers''' &lt;br /&gt;
&lt;br /&gt;
panel. The only thing we will change here is the '''MapName''' and the '''CreatorName'''.&lt;br /&gt;
&lt;br /&gt;
=Constructing=&lt;br /&gt;
Now we will start and produce a small playable level. We will place some tilesets, then on to &lt;br /&gt;
&lt;br /&gt;
building parts and finally some basic scripts to end and start the gameplay with.&lt;br /&gt;
&lt;br /&gt;
==Environment and tilesets==&lt;br /&gt;
[[File:Editor basics tiles.png|thumb|100px|Painting a tileset]]&lt;br /&gt;
The absolute first thing you want to do is set a default environmental light of the level, so you can &lt;br /&gt;
&lt;br /&gt;
actually see what you are doing (else everything will be black). Switch to the '''Lighting''' tab and &lt;br /&gt;
&lt;br /&gt;
look down a bit until you see '''Env:''', open that list and look close to the bottom, find the &lt;br /&gt;
&lt;br /&gt;
environment called '''egypt_outside.env'''.&lt;br /&gt;
&lt;br /&gt;
Now enter the '''Tilemap''' tab and scroll down the list until you find a tileset called &lt;br /&gt;
&lt;br /&gt;
'''egypt_tile_inside_16.tileset''', start painting these ''(Add: Left Mouse Button. Remove: Right &lt;br /&gt;
&lt;br /&gt;
Mouse Button)'' tiles until you have a good and sturdy ground. There are a few settings in the &lt;br /&gt;
&lt;br /&gt;
'''Properties''' panel that you can change, like increase or decrease the size of the paintbrush, &lt;br /&gt;
&lt;br /&gt;
this can also be made with the shortcut '''CTRL+MWHEEL'''.&lt;br /&gt;
&lt;br /&gt;
==Walls==&lt;br /&gt;
[[File:Editor basics walls1.png|thumb|100px|Almost a room]]&lt;br /&gt;
[[File:Editor basics walls2.png|thumb|100px|Two rooms!]]&lt;br /&gt;
Before you start placing walls make sure you set the '''grid''' to '''16''' (either from the menu or &lt;br /&gt;
&lt;br /&gt;
by pressing '''&amp;quot;5&amp;quot;''' on the keyboard), standard walls are 16 units thick and this will make sure &lt;br /&gt;
&lt;br /&gt;
they always follow that grid.&lt;br /&gt;
Now, open the '''Doodads tab''' and in the '''search field,''' type '''egypt_fancy.''' This will list &lt;br /&gt;
&lt;br /&gt;
all units associated with this theme. We are going to use a few different building blocks here, the &lt;br /&gt;
&lt;br /&gt;
following is a list of the units we will be using right now:&lt;br /&gt;
&lt;br /&gt;
*fancy_h.unit&lt;br /&gt;
*fancy_v.unit&lt;br /&gt;
*fancy_crn_ne.unit&lt;br /&gt;
*fancy_crn_nw.unit&lt;br /&gt;
*fancy_crn_se.unit&lt;br /&gt;
*fancy_crn_sw.unit&lt;br /&gt;
&lt;br /&gt;
Start by selecting '''fancy_h.unit''' and place it down using the '''right mouse button''', place a &lt;br /&gt;
&lt;br /&gt;
couple of these to form a long wall. Then move on to the other units and shape a room with a gap. &lt;br /&gt;
&lt;br /&gt;
Just like the image to the right.&lt;br /&gt;
&lt;br /&gt;
When that is done, continue and expand the level so you get two rooms, place a door in between them. &lt;br /&gt;
&lt;br /&gt;
Also, trim the tileset so it won't show outside the walls. Now, let's add some decoration and lamps!&lt;br /&gt;
&lt;br /&gt;
==Artpass and lighting==&lt;br /&gt;
The blue area around the walls are called the void, this is outside the level. You can walk there, &lt;br /&gt;
&lt;br /&gt;
but enemies and other things might start to act strange and it doesn't look too good either. Think of &lt;br /&gt;
&lt;br /&gt;
this as an area you should never see.&lt;br /&gt;
&lt;br /&gt;
The two basic ways to handle this is either to paint over tilesets there, like grass or something &lt;br /&gt;
&lt;br /&gt;
else, or as you can see when you play [[e1m1|the first level]] of the game you notice that there's &lt;br /&gt;
&lt;br /&gt;
roofing on top of the walls making it feel like you are actually inside a temple, this also covers &lt;br /&gt;
&lt;br /&gt;
the void. This is the method we will be using here and to achieve this, search the '''Doodads''' tab &lt;br /&gt;
&lt;br /&gt;
for '''color''' and you will find units called '''color_egypt_fancy_*.unit''', where '''*''' are &lt;br /&gt;
&lt;br /&gt;
different sizes. Pick the one called '''_512.unit''' and place them around, so they cover all the &lt;br /&gt;
&lt;br /&gt;
void around the walls.&lt;br /&gt;
&lt;br /&gt;
When that's done, let's place some decorative props around the two rooms, this is a list of units &lt;br /&gt;
&lt;br /&gt;
that I will be placing around (they are all found inside the Doodads tab):&lt;br /&gt;
&lt;br /&gt;
* lamp_torch&lt;br /&gt;
* china_* (different vases and things)&lt;br /&gt;
* fancy_deco_pillar&lt;br /&gt;
* fancy_deco_pillar_blank&lt;br /&gt;
* fancy_deco_pillar_large&lt;/div&gt;</summary>
		<author><name>Hipshot</name></author>	</entry>

	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=File:Editor_basics_walls2.png&amp;diff=612</id>
		<title>File:Editor basics walls2.png</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=File:Editor_basics_walls2.png&amp;diff=612"/>
				<updated>2017-08-01T08:50:37Z</updated>
		
		<summary type="html">&lt;p&gt;Hipshot: Hipshot uploaded a new version of File:Editor basics walls2.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hipshot</name></author>	</entry>

	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=File:Editor_basics_walls2.png&amp;diff=611</id>
		<title>File:Editor basics walls2.png</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=File:Editor_basics_walls2.png&amp;diff=611"/>
				<updated>2017-08-01T08:42:39Z</updated>
		
		<summary type="html">&lt;p&gt;Hipshot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hipshot</name></author>	</entry>

	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=File:Editor_basics_walls1.png&amp;diff=610</id>
		<title>File:Editor basics walls1.png</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=File:Editor_basics_walls1.png&amp;diff=610"/>
				<updated>2017-07-31T12:15:15Z</updated>
		
		<summary type="html">&lt;p&gt;Hipshot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hipshot</name></author>	</entry>

	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=Category:Tutorials&amp;diff=278</id>
		<title>Category:Tutorials</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=Category:Tutorials&amp;diff=278"/>
				<updated>2017-07-15T17:05:22Z</updated>
		
		<summary type="html">&lt;p&gt;Hipshot: Created page with &amp;quot;Make sure all tutorials are placed inside this one =)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Make sure all tutorials are placed inside this one =)&lt;/div&gt;</summary>
		<author><name>Hipshot</name></author>	</entry>

	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=Creating_a_Survival_level&amp;diff=277</id>
		<title>Creating a Survival level</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=Creating_a_Survival_level&amp;diff=277"/>
				<updated>2017-07-15T17:04:22Z</updated>
		
		<summary type="html">&lt;p&gt;Hipshot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a basic guide for creating a survival level.&lt;br /&gt;
&lt;br /&gt;
= Game Mode =&lt;br /&gt;
First of all you need to set up the correct game mode. Pick Survival in the GameMode tab in the layers window, and then configure the properties.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;[[File:Survival_gamemode.png]]&lt;br /&gt;
&lt;br /&gt;
*''StartingWeapons'': Here you can choose what weapons the players will spawn with.&lt;br /&gt;
*''ExpScale'': Scales the amount of experience players gain by killing enemies. A value of 1 equals 100% of experience gained. A value of 0 is used in the official survival mode as experience is given with the GiveExperience worldscript between waves.&lt;br /&gt;
*''TotalWaveCount'': Input the amount of waves your level will have to make the HUD work properly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;[[File:Survival waveinfo.png]]&lt;br /&gt;
&lt;br /&gt;
= World Scripts =&lt;br /&gt;
These are the worldscripts most commonly used when making a survival level.&lt;br /&gt;
&lt;br /&gt;
== SurvivalWave ==&lt;br /&gt;
This script will manage a wave of enemies. When this script is executed it will update the HUD wave info and begin triggering SubWaves, starting with SubWave0, with an interval of parameter 'SubWaveDelay'(milliseconds). Once all SubWaves have been triggered it will begin checking for remaining enemy actors, (a SubWave with no connections will count as the last SubWave), when all enemy actors have been eliminated the &amp;quot;OnFinished&amp;quot; parameter is triggered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;[[File:Survivalwave.png]]&lt;br /&gt;
&lt;br /&gt;
== SurvivalEnemySpawn ==&lt;br /&gt;
When executed this script will spawn the selected unit at the position of a random SurvivalEnemySpawnPoint with the same filter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;[[File:Survivalenemyspawn.png]]&lt;br /&gt;
&lt;br /&gt;
*''UnitType'': Unit to spawn.&lt;br /&gt;
*''NumberToSpawn'': Amount of units to spawn when executed.&lt;br /&gt;
*''NumberPerPlayer'': Amount of units per player to spawn.&lt;br /&gt;
*''MaxToSpawn'': No more than this number of units will be spawned when executed.&lt;br /&gt;
*''SpawnPointFilter'': Units will only spawn on a SurvivalEnemySpawnPoint with the same filter.&lt;br /&gt;
&lt;br /&gt;
== SurvivalEnemySpawnPoint ==&lt;br /&gt;
Units spawned by SurvivalEnemySpawn can only be spawned at the locations of these scripts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;[[File:Survivalenemyspawnpoint.png]]&lt;br /&gt;
&lt;br /&gt;
*''Filter'': Match this with the filter on SurvivalEnemySpawn to have specific units spawn at this location.&lt;br /&gt;
*''SpawnEffect'': Effect played when unit is spawned.&lt;br /&gt;
*''SpawnSound'': Sound played when unit is spawned.&lt;br /&gt;
&lt;br /&gt;
= Starting &amp;amp; Finishing a level =&lt;br /&gt;
Place a 'LevelStart' world script where you want the players to spawn and re-spawn. Execute the 'EndOfCampaign' world script to end the level.&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Hipshot</name></author>	</entry>

	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=Netricsa_custom_objective&amp;diff=276</id>
		<title>Netricsa custom objective</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=Netricsa_custom_objective&amp;diff=276"/>
				<updated>2017-07-15T17:04:10Z</updated>
		
		<summary type="html">&lt;p&gt;Hipshot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creating a mision objective like the one that appears at the start of [[e1m1|Knee Deep in Sand]] or in the when you found all plane parts on [[e2m2|Trouble in Troy]], is not that difficult. The text itself is called from the [[GiveNetricsaMessage_WorldScript|GiveNetricsaMessage]] WorldScript and it calls on a specific .sval, which in turn calls on a .lang with strings inside it and an image file to display next to the text.&lt;br /&gt;
&lt;br /&gt;
==Preparation==&lt;br /&gt;
[[File:Netricsa mission image.png|thumb|100px]]&lt;br /&gt;
First, inside the root of your scenario folder, create a folder called '''netricsa''' ''(ssbd/scenarios/mymission/netricsa/).'' Inside this, create a .png image, with the dimensions 256x256, call it netricsa.png. Inside it, draw an image that is 198x190 and starts in the top right corner, just like the pretty image to the right. When that's done create a text file called '''mymission.sval''', inside that, write the following text:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;dict&amp;gt;&lt;br /&gt;
	&amp;lt;dict name=&amp;quot;mymission.story.a&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;string name=&amp;quot;category&amp;quot;&amp;gt;world&amp;lt;/string&amp;gt;&lt;br /&gt;
		&amp;lt;string name=&amp;quot;title&amp;quot;&amp;gt;.netricsa.mymission.story.a.title&amp;lt;/string&amp;gt;&lt;br /&gt;
		&amp;lt;string name=&amp;quot;description&amp;quot;&amp;gt;.netricsa.mymission.story.a.description&amp;lt;/string&amp;gt;&lt;br /&gt;
		&amp;lt;string name=&amp;quot;subdescription&amp;quot;&amp;gt;.netricsa.mymission.story.a.subdescription&amp;lt;/string&amp;gt;&lt;br /&gt;
		&amp;lt;array name=&amp;quot;sprite&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;string&amp;gt;netricsa/netricsa.png&amp;lt;/string&amp;gt;&lt;br /&gt;
			&amp;lt;int&amp;gt;2000&amp;lt;/int&amp;gt;&amp;lt;vec4&amp;gt;0 0 198 190&amp;lt;/vec4&amp;gt;	&lt;br /&gt;
		&amp;lt;/array&amp;gt;	&lt;br /&gt;
	&amp;lt;/dict&amp;gt;&lt;br /&gt;
&amp;lt;/dict&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Category defines in what category inside the Netricsa the text would appear, '''world''' means '''Mission''' in the game (it's also the default one). Other categories to choose are ''notes'', ''enemies'' and ''items''. Title, description and subdescription are all parts of the actual text and sprite defines the mission image.&lt;br /&gt;
&lt;br /&gt;
Next step is to create a .lang file called '''mymission.lang''' in the same folder and have it contain the following text:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;lang&amp;gt;&lt;br /&gt;
	&amp;lt;string name=&amp;quot;netricsa.mymission.story.a.title&amp;quot;&amp;gt;Headline&amp;lt;/string&amp;gt;&lt;br /&gt;
	&amp;lt;string name=&amp;quot;netricsa.mymission.story.a.description&amp;quot;&amp;gt;Here I wrote a simple description of something.&amp;lt;/string&amp;gt;&lt;br /&gt;
	&amp;lt;string name=&amp;quot;netricsa.mymission.story.a.subdescription&amp;quot;&amp;gt;(It's really simple)&amp;lt;/string&amp;gt;&lt;br /&gt;
&amp;lt;/lang&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is the visible text, in the game. Now all parts outside the editor should be done.&lt;br /&gt;
==Editor==&lt;br /&gt;
[[File:Netricsa mission editor.png|thumb|100px]][[File:Netricsa mission game.png|thumb|100px]]&lt;br /&gt;
Now, open the editor and place a [[GiveNetricsaMessage_WorldScript|GiveNetricsaMessage]] WorldScript and in the field Filename, write: '''netricsa/mymission.sval:mymission.story.a'''. Now when you trigger the script, the objective will be show up in the netricsa!&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Hipshot</name></author>	</entry>

	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=Netricsa_custom_objective&amp;diff=275</id>
		<title>Netricsa custom objective</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=Netricsa_custom_objective&amp;diff=275"/>
				<updated>2017-07-15T17:03:49Z</updated>
		
		<summary type="html">&lt;p&gt;Hipshot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creating a mision objective like the one that appears at the start of [[e1m1|Knee Deep in Sand]] or in the when you found all plane parts on [[e2m2|Trouble in Troy]], is not that difficult. The text itself is called from the [[GiveNetricsaMessage_WorldScript|GiveNetricsaMessage]] WorldScript and it calls on a specific .sval, which in turn calls on a .lang with strings inside it and an image file to display next to the text.&lt;br /&gt;
&lt;br /&gt;
==Preparation==&lt;br /&gt;
[[File:Netricsa mission image.png|thumb|100px]]&lt;br /&gt;
First, inside the root of your scenario folder, create a folder called '''netricsa''' ''(ssbd/scenarios/mymission/netricsa/).'' Inside this, create a .png image, with the dimensions 256x256, call it netricsa.png. Inside it, draw an image that is 198x190 and starts in the top right corner, just like the pretty image to the right. When that's done create a text file called '''mymission.sval''', inside that, write the following text:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;dict&amp;gt;&lt;br /&gt;
	&amp;lt;dict name=&amp;quot;mymission.story.a&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;string name=&amp;quot;category&amp;quot;&amp;gt;world&amp;lt;/string&amp;gt;&lt;br /&gt;
		&amp;lt;string name=&amp;quot;title&amp;quot;&amp;gt;.netricsa.mymission.story.a.title&amp;lt;/string&amp;gt;&lt;br /&gt;
		&amp;lt;string name=&amp;quot;description&amp;quot;&amp;gt;.netricsa.mymission.story.a.description&amp;lt;/string&amp;gt;&lt;br /&gt;
		&amp;lt;string name=&amp;quot;subdescription&amp;quot;&amp;gt;.netricsa.mymission.story.a.subdescription&amp;lt;/string&amp;gt;&lt;br /&gt;
		&amp;lt;array name=&amp;quot;sprite&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;string&amp;gt;netricsa/netricsa.png&amp;lt;/string&amp;gt;&lt;br /&gt;
			&amp;lt;int&amp;gt;2000&amp;lt;/int&amp;gt;&amp;lt;vec4&amp;gt;0 0 198 190&amp;lt;/vec4&amp;gt;	&lt;br /&gt;
		&amp;lt;/array&amp;gt;	&lt;br /&gt;
	&amp;lt;/dict&amp;gt;&lt;br /&gt;
&amp;lt;/dict&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Category defines in what category inside the Netricsa the text would appear, '''world''' means '''Mission''' in the game (it's also the default one). Other categories to choose are ''notes'', ''enemies'' and ''items''. Title, description and subdescription are all parts of the actual text and sprite defines the mission image.&lt;br /&gt;
&lt;br /&gt;
Next step is to create a .lang file called '''mymission.lang''' in the same folder and have it contain the following text:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;lang&amp;gt;&lt;br /&gt;
	&amp;lt;string name=&amp;quot;netricsa.mymission.story.a.title&amp;quot;&amp;gt;Headline&amp;lt;/string&amp;gt;&lt;br /&gt;
	&amp;lt;string name=&amp;quot;netricsa.mymission.story.a.description&amp;quot;&amp;gt;Here I wrote a simple description of something.&amp;lt;/string&amp;gt;&lt;br /&gt;
	&amp;lt;string name=&amp;quot;netricsa.mymission.story.a.subdescription&amp;quot;&amp;gt;(It's really simple)&amp;lt;/string&amp;gt;&lt;br /&gt;
&amp;lt;/lang&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is the visible text, in the game. Now all parts outside the editor should be done.&lt;br /&gt;
==Editor==&lt;br /&gt;
[[File:Netricsa mission editor.png|thumb|100px]][[File:Netricsa mission game.png|thumb|100px]]&lt;br /&gt;
Now, open the editor and place a [[GiveNetricsaMessage_WorldScript|GiveNetricsaMessage]] WorldScript and in the field Filename, write: '''netricsa/mymission.sval:mymission.story.a'''. Now when you trigger the script, the objective will be show up in the netricsa!&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>Hipshot</name></author>	</entry>

	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=Creating_a_Survival_level&amp;diff=274</id>
		<title>Creating a Survival level</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=Creating_a_Survival_level&amp;diff=274"/>
				<updated>2017-07-15T17:03:30Z</updated>
		
		<summary type="html">&lt;p&gt;Hipshot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a basic guide for creating a survival level.&lt;br /&gt;
&lt;br /&gt;
= Game Mode =&lt;br /&gt;
First of all you need to set up the correct game mode. Pick Survival in the GameMode tab in the layers window, and then configure the properties.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;[[File:Survival_gamemode.png]]&lt;br /&gt;
&lt;br /&gt;
*''StartingWeapons'': Here you can choose what weapons the players will spawn with.&lt;br /&gt;
*''ExpScale'': Scales the amount of experience players gain by killing enemies. A value of 1 equals 100% of experience gained. A value of 0 is used in the official survival mode as experience is given with the GiveExperience worldscript between waves.&lt;br /&gt;
*''TotalWaveCount'': Input the amount of waves your level will have to make the HUD work properly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;[[File:Survival waveinfo.png]]&lt;br /&gt;
&lt;br /&gt;
= World Scripts =&lt;br /&gt;
These are the worldscripts most commonly used when making a survival level.&lt;br /&gt;
&lt;br /&gt;
== SurvivalWave ==&lt;br /&gt;
This script will manage a wave of enemies. When this script is executed it will update the HUD wave info and begin triggering SubWaves, starting with SubWave0, with an interval of parameter 'SubWaveDelay'(milliseconds). Once all SubWaves have been triggered it will begin checking for remaining enemy actors, (a SubWave with no connections will count as the last SubWave), when all enemy actors have been eliminated the &amp;quot;OnFinished&amp;quot; parameter is triggered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;[[File:Survivalwave.png]]&lt;br /&gt;
&lt;br /&gt;
== SurvivalEnemySpawn ==&lt;br /&gt;
When executed this script will spawn the selected unit at the position of a random SurvivalEnemySpawnPoint with the same filter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;[[File:Survivalenemyspawn.png]]&lt;br /&gt;
&lt;br /&gt;
*''UnitType'': Unit to spawn.&lt;br /&gt;
*''NumberToSpawn'': Amount of units to spawn when executed.&lt;br /&gt;
*''NumberPerPlayer'': Amount of units per player to spawn.&lt;br /&gt;
*''MaxToSpawn'': No more than this number of units will be spawned when executed.&lt;br /&gt;
*''SpawnPointFilter'': Units will only spawn on a SurvivalEnemySpawnPoint with the same filter.&lt;br /&gt;
&lt;br /&gt;
== SurvivalEnemySpawnPoint ==&lt;br /&gt;
Units spawned by SurvivalEnemySpawn can only be spawned at the locations of these scripts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;[[File:Survivalenemyspawnpoint.png]]&lt;br /&gt;
&lt;br /&gt;
*''Filter'': Match this with the filter on SurvivalEnemySpawn to have specific units spawn at this location.&lt;br /&gt;
*''SpawnEffect'': Effect played when unit is spawned.&lt;br /&gt;
*''SpawnSound'': Sound played when unit is spawned.&lt;br /&gt;
&lt;br /&gt;
= Starting &amp;amp; Finishing a level =&lt;br /&gt;
Place a 'LevelStart' world script where you want the players to spawn and re-spawn. Execute the 'EndOfCampaign' world script to end the level.&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>Hipshot</name></author>	</entry>

	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=Netricsa_custom_objective&amp;diff=273</id>
		<title>Netricsa custom objective</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=Netricsa_custom_objective&amp;diff=273"/>
				<updated>2017-07-15T17:02:05Z</updated>
		
		<summary type="html">&lt;p&gt;Hipshot: Created page with &amp;quot;Creating a mision objective like the one that appears at the start of Knee Deep in Sand or in the when you found all plane parts on Trouble in Troy, is not t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creating a mision objective like the one that appears at the start of [[e1m1|Knee Deep in Sand]] or in the when you found all plane parts on [[e2m2|Trouble in Troy]], is not that difficult. The text itself is called from the [[GiveNetricsaMessage_WorldScript|GiveNetricsaMessage]] WorldScript and it calls on a specific .sval, which in turn calls on a .lang with strings inside it and an image file to display next to the text.&lt;br /&gt;
&lt;br /&gt;
==Preparation==&lt;br /&gt;
[[File:Netricsa mission image.png|thumb|100px]]&lt;br /&gt;
First, inside the root of your scenario folder, create a folder called '''netricsa''' ''(ssbd/scenarios/mymission/netricsa/).'' Inside this, create a .png image, with the dimensions 256x256, call it netricsa.png. Inside it, draw an image that is 198x190 and starts in the top right corner, just like the pretty image to the right. When that's done create a text file called '''mymission.sval''', inside that, write the following text:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;dict&amp;gt;&lt;br /&gt;
	&amp;lt;dict name=&amp;quot;mymission.story.a&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;string name=&amp;quot;category&amp;quot;&amp;gt;world&amp;lt;/string&amp;gt;&lt;br /&gt;
		&amp;lt;string name=&amp;quot;title&amp;quot;&amp;gt;.netricsa.mymission.story.a.title&amp;lt;/string&amp;gt;&lt;br /&gt;
		&amp;lt;string name=&amp;quot;description&amp;quot;&amp;gt;.netricsa.mymission.story.a.description&amp;lt;/string&amp;gt;&lt;br /&gt;
		&amp;lt;string name=&amp;quot;subdescription&amp;quot;&amp;gt;.netricsa.mymission.story.a.subdescription&amp;lt;/string&amp;gt;&lt;br /&gt;
		&amp;lt;array name=&amp;quot;sprite&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;string&amp;gt;netricsa/netricsa.png&amp;lt;/string&amp;gt;&lt;br /&gt;
			&amp;lt;int&amp;gt;2000&amp;lt;/int&amp;gt;&amp;lt;vec4&amp;gt;0 0 198 190&amp;lt;/vec4&amp;gt;	&lt;br /&gt;
		&amp;lt;/array&amp;gt;	&lt;br /&gt;
	&amp;lt;/dict&amp;gt;&lt;br /&gt;
&amp;lt;/dict&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Category defines in what category inside the Netricsa the text would appear, '''world''' means '''Mission''' in the game (it's also the default one). Other categories to choose are ''notes'', ''enemies'' and ''items''. Title, description and subdescription are all parts of the actual text and sprite defines the mission image.&lt;br /&gt;
&lt;br /&gt;
Next step is to create a .lang file called '''mymission.lang''' in the same folder and have it contain the following text:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;lang&amp;gt;&lt;br /&gt;
	&amp;lt;string name=&amp;quot;netricsa.mymission.story.a.title&amp;quot;&amp;gt;Headline&amp;lt;/string&amp;gt;&lt;br /&gt;
	&amp;lt;string name=&amp;quot;netricsa.mymission.story.a.description&amp;quot;&amp;gt;Here I wrote a simple description of something.&amp;lt;/string&amp;gt;&lt;br /&gt;
	&amp;lt;string name=&amp;quot;netricsa.mymission.story.a.subdescription&amp;quot;&amp;gt;(It's really simple)&amp;lt;/string&amp;gt;&lt;br /&gt;
&amp;lt;/lang&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is the visible text, in the game. Now all parts outside the editor should be done.&lt;br /&gt;
==Editor==&lt;br /&gt;
[[File:Netricsa mission editor.png|thumb|100px]][[File:Netricsa mission game.png|thumb|100px]]&lt;br /&gt;
Now, open the editor and place a [[GiveNetricsaMessage_WorldScript|GiveNetricsaMessage]] WorldScript and in the field Filename, write: '''netricsa/mymission.sval:mymission.story.a'''. Now when you trigger the script, the objective will be show up in the netricsa!&lt;/div&gt;</summary>
		<author><name>Hipshot</name></author>	</entry>

	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=File:Netricsa_mission_game.png&amp;diff=272</id>
		<title>File:Netricsa mission game.png</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=File:Netricsa_mission_game.png&amp;diff=272"/>
				<updated>2017-07-15T17:01:27Z</updated>
		
		<summary type="html">&lt;p&gt;Hipshot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hipshot</name></author>	</entry>

	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=File:Netricsa_mission_editor.png&amp;diff=271</id>
		<title>File:Netricsa mission editor.png</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=File:Netricsa_mission_editor.png&amp;diff=271"/>
				<updated>2017-07-15T16:59:05Z</updated>
		
		<summary type="html">&lt;p&gt;Hipshot: Hipshot uploaded a new version of File:Netricsa mission editor.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hipshot</name></author>	</entry>

	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=File:Netricsa_mission_editor.png&amp;diff=270</id>
		<title>File:Netricsa mission editor.png</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=File:Netricsa_mission_editor.png&amp;diff=270"/>
				<updated>2017-07-15T16:57:30Z</updated>
		
		<summary type="html">&lt;p&gt;Hipshot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hipshot</name></author>	</entry>

	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=File:Netricsa_mission_image.png&amp;diff=269</id>
		<title>File:Netricsa mission image.png</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=File:Netricsa_mission_image.png&amp;diff=269"/>
				<updated>2017-07-15T16:41:53Z</updated>
		
		<summary type="html">&lt;p&gt;Hipshot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hipshot</name></author>	</entry>

	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=User:Hipshot&amp;diff=265</id>
		<title>User:Hipshot</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=User:Hipshot&amp;diff=265"/>
				<updated>2017-07-04T11:36:18Z</updated>
		
		<summary type="html">&lt;p&gt;Hipshot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article describes the most basic parts of the editor, from first setup to launching a smaller test level ingame.&lt;br /&gt;
&lt;br /&gt;
=Preparation=&lt;br /&gt;
Before you start using the editor, you need to setup a working directory for your level, campaign or mod and a scenario [[info.xml]] file.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Navigate to your SSBD directory, then go into the folder '''scenarios''', inside here, create a new folder called '''mycampaign''' or whatever you feel like calling it. Inside '''mycampaign''' create yet another folder called '''levels'''.&lt;br /&gt;
&lt;br /&gt;
Now you need to set up an [[info.xml]] file, this file contains important information about the scenario.&amp;lt;br&amp;gt;&lt;br /&gt;
Create a text document inside the '''mycampaign''' folder, name this '''info.txt''', then open it and paste the following text inside&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre class=&amp;quot;prettyprint&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;info&amp;gt;&lt;br /&gt;
	&amp;lt;name&amp;gt;My cool campaign&amp;lt;/name&amp;gt;&lt;br /&gt;
	&amp;lt;tag&amp;gt;This is the best campaign&amp;lt;/tag&amp;gt;&lt;br /&gt;
	&amp;lt;description&amp;gt;The end is near, or perhaps not! In any case, this is a really fun level!&amp;lt;/description&amp;gt;	&lt;br /&gt;
		&lt;br /&gt;
	&amp;lt;players min=&amp;quot;1&amp;quot; max=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
	&amp;lt;start&amp;gt;&lt;br /&gt;
		&amp;lt;level name=&amp;quot;The Pride of Memphis&amp;quot; lvl=&amp;quot;levels/level1.lvl&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;/start&amp;gt;&lt;br /&gt;
&amp;lt;/info&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Save the file and rename it to '''info.xml'''.&lt;br /&gt;
==Starting the editor==&lt;br /&gt;
The editor can be found inside the SSBD install directory, called '''EDITOR.exe''', or as a lunch option in Steam when you click the ''Play'' button.&lt;br /&gt;
&lt;br /&gt;
==Workspace==&lt;br /&gt;
The editor workspace consists of several parts: ''History'', ''Layers'', ''Properties'', ''Toolbar'', ''Menus'' and the ''Status Bar'', the picture below outlines these parts.&lt;br /&gt;
[[File:Editor_guide_launch.png|thumb|left|175px|Workspace]]&lt;br /&gt;
# '''Menu:''' In the menus you can find most basic functions, like testing the level from the editor and showing and changing the grid.&lt;br /&gt;
# '''Tool Bar:''' Quick shotcuts to such functions like turn on the grid and simulate physics (recommend to turn simulate physics off).&lt;br /&gt;
# '''History:''' Saves your current work progrss so you can undo in steps, sometimes this function undo twice, so be careful, better not use at all.&lt;br /&gt;
# '''Layers:''' Where you choose your work layer, if you don't have ''Global Selection'' on, you can only work in one layer at once.&lt;br /&gt;
# '''Properties:''' Used to change properties of a selected unit or script, like what unit to spawn with a [[SpawnUnit_WorldScript]].&lt;br /&gt;
# '''Status Bar:''' Shows the number of units selected, zoom grade and on what co-ordinates the mouse cursor is at.&lt;br /&gt;
&lt;br /&gt;
==Game mode==&lt;br /&gt;
[[File:Basics_gamemode.png|thumb|175px|GameMode settings]]&lt;br /&gt;
Before you start constructing a level, you need to decide what game mode it should have. You should always do this, since it contains important settings and information about the level.&lt;br /&gt;
For this tutorial, we would choose '''Campaign''' under the tab '''GameMode''' in the '''Layers''' panel. The only thing we will change here is the '''MapName''' and the '''CreatorName'''.&lt;br /&gt;
&lt;br /&gt;
=Constructing=&lt;br /&gt;
Now we will start and produce a small playable level. We will place some tilesets, then on to building parts and finally some basic scripts to end and start the gameplay with.&lt;br /&gt;
&lt;br /&gt;
==Environment and tilesets==&lt;br /&gt;
[[File:Editor basics tiles.png|thumb|175px|Painting a tileset]]&lt;br /&gt;
The absolute first thing you want to do is set a default environmental light of the level, so you can actually see what you are doing (else everything will be black). Switch to the '''Lighting''' tab and look down a bit until you see '''Env:''', open that list and look close to the bottom, find the environment called '''egypt_outside.env'''.&lt;br /&gt;
&lt;br /&gt;
Now enter the '''Tilemap''' tab and scroll down the list until you find a tileset called '''egypt_tile_inside_16.tileset''', start painting these tiles until you have a good and sturdy ground. There are a few settings in the '''Properties''' panel that you can change, like increase or decrease the size of the paintbrush, this can also be made with the shortcut '''CTRL+MWHEEL'''.&lt;br /&gt;
&lt;br /&gt;
==Walls and other props==&lt;/div&gt;</summary>
		<author><name>Hipshot</name></author>	</entry>

	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=Difficulty_Levels&amp;diff=249</id>
		<title>Difficulty Levels</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=Difficulty_Levels&amp;diff=249"/>
				<updated>2017-07-03T13:42:02Z</updated>
		
		<summary type="html">&lt;p&gt;Hipshot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SSBD has four regular difficulty levels from launch, ''easy'', ''normal'', ''hard'' and ''serious''. Most differences are in health and speed of most enemies but also some enemies has improved skills and some skills not even present on other levels.&lt;br /&gt;
=Easy=&lt;br /&gt;
===Tweak data===&lt;br /&gt;
*Decrease in needed experience per level and the start value is lower&lt;br /&gt;
*Levels start with [[1up|4 extra life]]&lt;br /&gt;
*Players max health is w/o upgrades increased to 150&lt;br /&gt;
*Get one more star when you level up (4 instead of 3)&lt;br /&gt;
===Enemies===&lt;br /&gt;
*Some enemies are worse, slower and deals less damage&lt;br /&gt;
*Teledestination spanwers spawn less enemies and more seldom&lt;br /&gt;
=Normal=&lt;br /&gt;
'''''Everything here is normal'''''&lt;br /&gt;
=Hard=&lt;br /&gt;
===Tweak data===&lt;br /&gt;
*Increase in needed experience per level is higher and the start value is higher&lt;br /&gt;
*Levels start with only [[1up|1 extra life]]&lt;br /&gt;
*Some more difficult enemies gives more experience when killed&lt;br /&gt;
*Live to fight another day upgrade is more expensive&lt;br /&gt;
===Enemies===&lt;br /&gt;
*All enemies are faster, stronger and deals more damage&lt;br /&gt;
*Drop pods deals more damage on impact (if player gets hits by one)&lt;br /&gt;
*Teledestination spanwers spawn more enemies and more often&lt;br /&gt;
===Buffs===&lt;br /&gt;
All negative buffs lasts longer and some deal more player damage&lt;br /&gt;
===Enemies===&lt;br /&gt;
*Reduced max ammo on all weapons&lt;br /&gt;
=Serious=&lt;br /&gt;
===Tweak data===&lt;br /&gt;
*Increase in needed experience per level is higher and the start value is much higher&lt;br /&gt;
*Levels start with [[1up|0 extra lives]], thus first death equals game over&lt;br /&gt;
*Players max health and armor is w/o upgrades reduced to 50/50&lt;br /&gt;
*You gain no health leveling up&lt;br /&gt;
*Upgrades are much more expensive, requires better planing&lt;br /&gt;
===Enemies===&lt;br /&gt;
*All enemies are even more faster, stronger and deals more damage&lt;br /&gt;
*Some more difficult enemies gives severely more experience when killed&lt;br /&gt;
*Kleers have player seeking bolas&lt;br /&gt;
*Blue Biomechs tracks players better when shooting (aim interception)&lt;br /&gt;
*Red Biomechs uses yellow bouncing rockets that also shatter on impact&lt;br /&gt;
*Mines have shorter detection rate&lt;br /&gt;
*Crabs attacks instead of flee&lt;br /&gt;
*Kleers shoots player seeking bolas&lt;br /&gt;
*Assassins uses not only poison, but also confusion tipped guns&lt;br /&gt;
*Orc Blasters tracks players better when shooting (aim interception)&lt;br /&gt;
*Orc Butcher causes bleeding on impact&lt;br /&gt;
*Orc Captain has all skills improved and also has a Grenade Launcher, Rocket Launcher, Flamethrower and the regular Blaster, Shotgun is removed completely&lt;br /&gt;
*Orc Sniper has almost no wait time between shots&lt;br /&gt;
*Laser Turrets tracks players better when shooting (aim interception)&lt;br /&gt;
*Werebull is immortal when running, can only be hurt when standing still&lt;br /&gt;
*Drop pods deals much more damage on impact (if player gets hits by one)&lt;br /&gt;
*Teledestination spanwers spawn more enemies and more often&lt;br /&gt;
===Buffs===&lt;br /&gt;
*All negative buffs lasts longer and some deal more player damage&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Reduced max ammo on all weapons&lt;br /&gt;
*Oozegun poison efficiency is reduced&lt;/div&gt;</summary>
		<author><name>Hipshot</name></author>	</entry>

	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=Difficulty_Levels&amp;diff=248</id>
		<title>Difficulty Levels</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=Difficulty_Levels&amp;diff=248"/>
				<updated>2017-07-03T13:36:53Z</updated>
		
		<summary type="html">&lt;p&gt;Hipshot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SSBD has four regular difficulty levels from launch, ''easy'', ''normal'', ''hard'' and ''serious''. Most differences are in health and speed of most enemies but also some enemies has improved skills and some skills not even present on other levels.&lt;br /&gt;
=Easy=&lt;br /&gt;
===Tweak data===&lt;br /&gt;
*Decrease in needed experience per level and the start value is lower&lt;br /&gt;
*Levels start with [[1up|4 extra life]]&lt;br /&gt;
*Players max health is w/o upgrades increased to 150&lt;br /&gt;
*Get one more star when you level up (4 instead of 3)&lt;br /&gt;
===Enemies===&lt;br /&gt;
*Some enemies are worse, slower and deals less damage&lt;br /&gt;
*Teledestination spanwers spawn less enemies and more seldom&lt;br /&gt;
=Normal=&lt;br /&gt;
'''''Everything here is normal'''''&lt;br /&gt;
=Hard=&lt;br /&gt;
===Tweak data===&lt;br /&gt;
*Increase in needed experience per level is higher and the start value is higher&lt;br /&gt;
*Levels start with only [[1up|1 extra life]]&lt;br /&gt;
*Some more difficult enemies gives more experience when killed&lt;br /&gt;
*Live to fight another day upgrade is more expensive&lt;br /&gt;
===Enemies===&lt;br /&gt;
*All enemies are faster, stronger and deals more damage&lt;br /&gt;
*Drop pods deals more damage on impact (if player gets hits by one)&lt;br /&gt;
*Teledestination spanwers spawn more enemies and more often&lt;br /&gt;
===Buffs===&lt;br /&gt;
All negative buffs lasts longer and some deal more player damage&lt;br /&gt;
=Serious=&lt;br /&gt;
===Tweak data===&lt;br /&gt;
*Increase in needed experience per level is higher and the start value is much higher&lt;br /&gt;
*Levels start with [[1up|0 extra lives]], thus first death equals game over&lt;br /&gt;
*Players max health and armor is w/o upgrades reduced to 50/50&lt;br /&gt;
*You gain no health leveling up&lt;br /&gt;
*Upgrades are much more expensive, requires better planing&lt;br /&gt;
===Enemies===&lt;br /&gt;
*All enemies are even more faster, stronger and deals more damage&lt;br /&gt;
*Some more difficult enemies gives severely more experience when killed&lt;br /&gt;
*Kleers have player seeking bolas&lt;br /&gt;
*Blue Biomechs tracks players better when shooting (aim interception)&lt;br /&gt;
*Red Biomechs uses yellow bouncing rockets that also shatter on impact&lt;br /&gt;
*Mines have shorter detection rate&lt;br /&gt;
*Crabs attacks instead of flee&lt;br /&gt;
*Kleers shoots player seeking bolas&lt;br /&gt;
*Assassins uses not only poison, but also confusion tipped guns&lt;br /&gt;
*Orc Blasters tracks players better when shooting (aim interception)&lt;br /&gt;
*Orc Butcher causes bleeding on impact&lt;br /&gt;
*Orc Captain has all skills improved and also has a Grenade Launcher, Rocket Launcher, Flamethrower and the regular Blaster, Shotgun is removed completely&lt;br /&gt;
*Orc Sniper has almost no wait time between shots&lt;br /&gt;
*Laser Turrets tracks players better when shooting (aim interception)&lt;br /&gt;
*Werebull is immortal when running, can only be hurt when standing still&lt;br /&gt;
*Drop pods deals much more damage on impact (if player gets hits by one)&lt;br /&gt;
*Teledestination spanwers spawn more enemies and more often&lt;br /&gt;
===Buffs===&lt;br /&gt;
*All negative buffs lasts longer and some deal more player damage&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Reduced max ammo on all weapons&lt;br /&gt;
*Oozegun poison efficiency is reduced&lt;/div&gt;</summary>
		<author><name>Hipshot</name></author>	</entry>

	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=Difficulty_Levels&amp;diff=247</id>
		<title>Difficulty Levels</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=Difficulty_Levels&amp;diff=247"/>
				<updated>2017-07-03T13:34:57Z</updated>
		
		<summary type="html">&lt;p&gt;Hipshot: Created page with &amp;quot;SSBD has four regular difficulty levels from launch, ''easy'', ''normal'', ''hard'' and ''serious''. Most differences are in health and speed of most enemies but also some ene...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SSBD has four regular difficulty levels from launch, ''easy'', ''normal'', ''hard'' and ''serious''. Most differences are in health and speed of most enemies but also some enemies has improved skills and some skills not even present on other levels.&lt;br /&gt;
=Easy=&lt;br /&gt;
===Tweak data===&lt;br /&gt;
*Decrease in needed experience per level and the start value is lower&lt;br /&gt;
*Levels start with [[1up|4 extra life]]&lt;br /&gt;
*Players max health is w/o upgrades increased to 150&lt;br /&gt;
*Get one more star when you level up (4 instead of 3)&lt;br /&gt;
===Enemies===&lt;br /&gt;
*Some enemies are worse, slower and deals more less&lt;br /&gt;
*Teledestination spanwers spawn less enemies and more seldom&lt;br /&gt;
=Normal=&lt;br /&gt;
'''''Everything here is normal'''''&lt;br /&gt;
=Hard=&lt;br /&gt;
===Tweak data===&lt;br /&gt;
*Increase in needed experience per level is higher and the start value is higher&lt;br /&gt;
*Levels start with only [[1up|1 extra life]]&lt;br /&gt;
*Some more difficult enemies gives more experience when killed&lt;br /&gt;
*Live to fight another day upgrade is more expensive&lt;br /&gt;
===Enemies===&lt;br /&gt;
*All enemies are faster, stronger and deals more damage&lt;br /&gt;
*Drop pods deals more damage on impact (if player gets hits by one)&lt;br /&gt;
*Teledestination spanwers spawn more enemies and more often&lt;br /&gt;
===Buffs===&lt;br /&gt;
All negative buffs lasts longer and some deal more player damage&lt;br /&gt;
=Serious=&lt;br /&gt;
===Tweak data===&lt;br /&gt;
*Increase in needed experience per level is higher and the start value is much higher&lt;br /&gt;
*Levels start with [[1up|0 extra lives]], thus first death equals game over&lt;br /&gt;
*Players max health and armor is w/o upgrades reduced to 50/50&lt;br /&gt;
*You gain no health leveling up&lt;br /&gt;
*Upgrades are much more expensive, requires better planing&lt;br /&gt;
===Enemies===&lt;br /&gt;
*All enemies are even more faster, stronger and deals more damage&lt;br /&gt;
*Some more difficult enemies gives severely more experience when killed&lt;br /&gt;
*Kleers have player seeking bolas&lt;br /&gt;
*Blue Biomechs tracks players better when shooting (aim interception)&lt;br /&gt;
*Red Biomechs uses yellow bouncing rockets that also shatter on impact&lt;br /&gt;
*Mines have shorter detection rate&lt;br /&gt;
*Crabs attacks instead of flee&lt;br /&gt;
*Kleers shoots player seeking bolas&lt;br /&gt;
*Assassins uses not only poison, but also confusion tipped guns&lt;br /&gt;
*Orc Blasters tracks players better when shooting (aim interception)&lt;br /&gt;
*Orc Butcher causes bleeding on impact&lt;br /&gt;
*Orc Captain has all skills improved and also has a Grenade Launcher, Rocket Launcher, Flamethrower and the regular Blaster, Shotgun is removed completely&lt;br /&gt;
*Orc Sniper has almost no wait time between shots&lt;br /&gt;
*Laser Turrets tracks players better when shooting (aim interception)&lt;br /&gt;
*Werebull is immortal when running, can only be hurt when standing still&lt;br /&gt;
*Drop pods deals much more damage on impact (if player gets hits by one)&lt;br /&gt;
*Teledestination spanwers spawn more enemies and more often&lt;br /&gt;
===Buffs===&lt;br /&gt;
*All negative buffs lasts longer and some deal more player damage&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Reduced max ammo on all weapons&lt;br /&gt;
*Oozegun poison efficiency is reduced&lt;/div&gt;</summary>
		<author><name>Hipshot</name></author>	</entry>

	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=File:Editor_basics_grid.png&amp;diff=225</id>
		<title>File:Editor basics grid.png</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=File:Editor_basics_grid.png&amp;diff=225"/>
				<updated>2017-07-02T13:25:05Z</updated>
		
		<summary type="html">&lt;p&gt;Hipshot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hipshot</name></author>	</entry>

	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=File:Editor_basics_tiles.png&amp;diff=224</id>
		<title>File:Editor basics tiles.png</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=File:Editor_basics_tiles.png&amp;diff=224"/>
				<updated>2017-07-02T12:44:13Z</updated>
		
		<summary type="html">&lt;p&gt;Hipshot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hipshot</name></author>	</entry>

	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=SpawnUnit_WorldScript&amp;diff=223</id>
		<title>SpawnUnit WorldScript</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=SpawnUnit_WorldScript&amp;diff=223"/>
				<updated>2017-07-02T10:06:07Z</updated>
		
		<summary type="html">&lt;p&gt;Hipshot: Created page with &amp;quot;Spawns units, like enemies, units or props. To spawn several units on the same point, loop the script with a ScriptLink WorldScript.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spawns units, like enemies, units or props. To spawn several units on the same point, loop the script with a [[ScriptLink WorldScript]].&lt;/div&gt;</summary>
		<author><name>Hipshot</name></author>	</entry>

	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=File:Basics_gamemode.png&amp;diff=222</id>
		<title>File:Basics gamemode.png</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=File:Basics_gamemode.png&amp;diff=222"/>
				<updated>2017-07-02T10:00:49Z</updated>
		
		<summary type="html">&lt;p&gt;Hipshot: Hipshot uploaded a new version of File:Basics gamemode.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hipshot</name></author>	</entry>

	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=File:Basics_gamemode.png&amp;diff=221</id>
		<title>File:Basics gamemode.png</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=File:Basics_gamemode.png&amp;diff=221"/>
				<updated>2017-07-02T09:40:23Z</updated>
		
		<summary type="html">&lt;p&gt;Hipshot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hipshot</name></author>	</entry>

	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=File:Editor_guide_launch.png&amp;diff=216</id>
		<title>File:Editor guide launch.png</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=File:Editor_guide_launch.png&amp;diff=216"/>
				<updated>2017-06-29T14:31:22Z</updated>
		
		<summary type="html">&lt;p&gt;Hipshot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hipshot</name></author>	</entry>

	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=User:Hipshot&amp;diff=215</id>
		<title>User:Hipshot</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=User:Hipshot&amp;diff=215"/>
				<updated>2017-06-29T13:52:42Z</updated>
		
		<summary type="html">&lt;p&gt;Hipshot: Created page with &amp;quot;&amp;lt;pre class=&amp;quot;prettyprint&amp;quot;&amp;gt; &amp;lt;info&amp;gt; 	&amp;lt;name&amp;gt;My cool campaign&amp;lt;/name&amp;gt; 	&amp;lt;tag&amp;gt;This is the best campaign&amp;lt;/tag&amp;gt; 	&amp;lt;description&amp;gt;The end is near, or perhaps not! In any case, this is a rea...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre class=&amp;quot;prettyprint&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;info&amp;gt;&lt;br /&gt;
	&amp;lt;name&amp;gt;My cool campaign&amp;lt;/name&amp;gt;&lt;br /&gt;
	&amp;lt;tag&amp;gt;This is the best campaign&amp;lt;/tag&amp;gt;&lt;br /&gt;
	&amp;lt;description&amp;gt;The end is near, or perhaps not! In any case, this is a really fun level!&amp;lt;/description&amp;gt;	&lt;br /&gt;
		&lt;br /&gt;
	&amp;lt;players min=&amp;quot;1&amp;quot; max=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
	&amp;lt;start&amp;gt;&lt;br /&gt;
		&amp;lt;level name=&amp;quot;The Pride of Memphis&amp;quot; lvl=&amp;quot;levels/level1.lvl&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;/start&amp;gt;&lt;br /&gt;
&amp;lt;/info&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hipshot</name></author>	</entry>

	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=File:Editor_clean_launch.png&amp;diff=214</id>
		<title>File:Editor clean launch.png</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=File:Editor_clean_launch.png&amp;diff=214"/>
				<updated>2017-06-29T09:44:19Z</updated>
		
		<summary type="html">&lt;p&gt;Hipshot: First launch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;First launch&lt;/div&gt;</summary>
		<author><name>Hipshot</name></author>	</entry>

	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=Door_WorldScript&amp;diff=213</id>
		<title>Door WorldScript</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=Door_WorldScript&amp;diff=213"/>
				<updated>2017-06-28T15:20:42Z</updated>
		
		<summary type="html">&lt;p&gt;Hipshot: Created page with &amp;quot;Mash up script made to make door openings simpler.  category: Worldscripts&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mash up script made to make door openings simpler.&lt;br /&gt;
&lt;br /&gt;
[[category: Worldscripts]]&lt;/div&gt;</summary>
		<author><name>Hipshot</name></author>	</entry>

	<entry>
		<id>https://ssbd.a000ff.com/wiki/index.php?title=Console&amp;diff=66</id>
		<title>Console</title>
		<link rel="alternate" type="text/html" href="https://ssbd.a000ff.com/wiki/index.php?title=Console&amp;diff=66"/>
				<updated>2017-04-18T12:57:36Z</updated>
		
		<summary type="html">&lt;p&gt;Hipshot: Created page with &amp;quot;g_plr_skin &amp;quot;skin folder&amp;quot;  http://www.zfight.com/misc/images/ssbd/skins.png&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;g_plr_skin &amp;quot;skin folder&amp;quot;&lt;br /&gt;
&lt;br /&gt;
http://www.zfight.com/misc/images/ssbd/skins.png&lt;/div&gt;</summary>
		<author><name>Hipshot</name></author>	</entry>

	</feed>