My Guide for modded courses.

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  • sjoecool1991
    FFR Player
    • Mar 2006
    • 2302

    #1

    My Guide for modded courses.

    Here is a guide I made, for modded courses in stepmania.
    To get rid of that incredibly annoying sound whenever a mod is activated/stopped: go t o program folder then the themes, then too whatever theme you are using, then to "sounds". Delete the following files, and nothing else: "Player battle attack ending", "Player battle attack launch", "Player course attack launch, and "Player course attack ending".


    Go to "courses" in you program file.
    Make a new folder.
    Go into that folder, right click, and create a new text document.
    Open the text document and go to file, then "save as", put .crs at the end of the file name.
    A course file should appear in that folder, delete the text file.


    Ok, now that you know how to make a course file, OPEN IT!!
    This is basic scripting for stepmania courses.

    There are spaces to prevent smiley faces, take them out of your course file.

    #COURSE: (name of course)
    #MODS:TIME=(start of mod):END=(end of mod):MOD=(name of mod)
    #SONG: (name of song), you may have some problems with the song, so do this: #SONG: (name of group the song is in)/(name of song)

    NOTE: If you want to make the mods activate faster do this: MODS=*10 (name of mod), that would make the mod start 10 times faster.
    Ending mods faster would go like this:
    #MODS:TIME=10.000:END=15.000:MODS=dizzy (the mod will start at 10 seconds and end at 15 seconds)
    #MODS:TIME=15.000:END=16.000:MODS=*10 no dizzy
    This will cause the mod to end 10 times as fast.


    NOTE: For more than one song, you have to CONTINUE the timing, you cannot start the mods at the first second of the 2nd song, you have to add on all the time from the previous song.



    Mods will be easier to place when you have the stepmania editor up while the .crs file is open, because on the top right corner of the editor, there is something that tells you the current second you are on.

    To test the mods, go to options, and reload songs and courses (only has to be done once)
    And when you in the editor at the song you are putting the mods in. press "c", and a window will pop up, choose your course.

    PS: you have to SAVE the .crs file to have the mods work.

    Glossary of mods:

    Perspective Mods

    Overhead: This is the standard scroll for most people. The arrows appear as if you were looking at them from directly above.

    Hallway: This is the default perspective for ITG. The arrows appear as if they are coming toward you from the distance.

    Incoming: Same as Hallway, but at a slight angle away from the center of the screen.

    Distant: The arrows appear as if they are coming from the foreground, and going into the distance. (think Star Wars text at the beginning of each movie)

    Space: Same as Distant, but at a slight angle away from the center of the screen.

    Scroll Mods

    Reverse: Arrows scroll from top to bottom.

    Split: The Left and Down columns' arrows scroll from bottom to top, while the Up and Right columns' arrows scroll from top to bottom. For Double, the entire 1P (left) side scrolls from bottom to top, while the entire 2P side (right) scrolls from top to bottom.

    Alternate: The Left and Up columns' arrows scroll from bottom to top, while the Down and Right columns' arrows scroll from top to bottom. For Double, every other column scrolls from top to bottom.

    Cross: The Left and Right columns' arrows scroll from bottom to top, while the Down and Up columns' arrows scroll from top to bottom. For Double, the middle four columns scroll from top to bottom.

    Centered: The targets are in the vertical center of the screen. This is usually used as a combination with Split, Alternate, or Cross, so that while the targets stay in the same place, the arrows come from different sides.

    Acceleration Mods

    Accel: The arrows start off slow, then progressively speed up as they reach the targets. NOTE: You have to name this mod "Boost" when making a marathon.

    Decel: The arrows start off fast, then progressively slow down as they reach the targets. NOTE: You have to name this mod "Brake" when making a marathon.

    Wave: The arrows slow down for a brief moment at certain parts in the stepzone, creating a wave-like pattern. Where the arrows slow down depends on your speed mod.

    Expand: Kind of like Wave, except that Expand affects the entire field all at once. Think of it as an oscillating speed mod. This happens at a fixed rate.

    Boomerang: The arrows come from behind the targets, travel away, then go back toward the targets. Where the arrows stop and change direction depends on your speed mod. C-mods affect how fast the whole process happens.

    Bumpy: The arrows appear to go over hills, taking a bumpy path to the targets. (sorry for the ****py explanation, I couldn't think of anything better)

    Effect Mods

    Drift: The targets sway back and forth, and the arrows take a smooth zigzag-like pattern to the targets. NOTE: You have to name this mod "Drunk" when making a marathon.

    Dizzy: The arrows spin as they go towards the targets. The speed of the spinning is affected by the BPM.

    Mini: The entire field shrinks, making everything appear small. NOTE: Mini is now Tiny on SM 4.0.

    Flip: The order of the targets is exactly opposite to the standard layout. (LDUR becomes RUDL). NOTE: On double, the sides are flipped as well, so the 1P side is now on the 2P side, and vice versa.

    Tornado: The arrows take a helix-like path and leave their columns completely as they reach the targets. (taken from this page)

    Float: The targets slowly float up and down at a fixed rate, all individual of each other. NOTE: You have to name this mod "Tipsy" when making a marathon.

    Beat: The targets jerk back and forth, going to the tempo of the song. The frequency of the beat gets cut in half if the song is 300 BPM or more.

    Invert: The order of the targets gets switched around, so that LDUR becomes DLRU. NOTE: This mod is not normally accessible through the options menu.

    Hope you like it.
    Last edited by sjoecool1991; 02-12-2007, 06:54 PM.
  • dashoe93
    Alphabet Crowd
    FFR Simfile Author
    • Nov 2005
    • 2950

    #2
    Re: My Guide for modded courses.

    It would be useful for noobies who dont feel like finding out what each does, and/or people who are new to stepmania.

    ~DAshoe93~

    Comment

    • sjoecool1991
      FFR Player
      • Mar 2006
      • 2302

      #3
      Re: My Guide for modded courses.

      I will upload my course when I am finished with the first song, It is a CKBMP1 course, first song is Omega.

      Comment

      • JKPolk
        tool
        • Aug 2003
        • 3737

        #4
        Re: My Guide for modded courses.

        This took me way too long to make

        Comment

        • dAnceguy117
          new hand moves = dab
          FFR Simfile Author
          • Dec 2002
          • 10097

          #5
          Re: My Guide for modded courses.

          Originally posted by JKPolk
          image
          Nice.

          Comment

          • Yesssss
            FFR Player
            • Jul 2005
            • 2522

            #6
            Re: My Guide for modded courses.

            Originally posted by JKPolk
            Sticky
            There are other more important threads that need to be stickied.

            This would still make a nice sticky though. In the DDR Simulators forum that is.
            YOU JUST WON THE GAME! CONGRATULATIONS!

            Comment

            • sjoecool1991
              FFR Player
              • Mar 2006
              • 2302

              #7
              Re: My Guide for modded courses.

              Well, I wasnt sure where to put it.
              If someone wants it moved, do it.

              Comment

              • Yesssss
                FFR Player
                • Jul 2005
                • 2522

                #8
                Re: My Guide for modded courses.

                Note: The last thing that was stickied that is SM related is the fucen F5 pack, which was over a year ago.
                YOU JUST WON THE GAME! CONGRATULATIONS!

                Comment

                • sjoecool1991
                  FFR Player
                  • Mar 2006
                  • 2302

                  #9
                  Re: My Guide for modded courses.

                  Lol, thats ridiculous, it took me a while to do this guide, I had to find out what all the mods do, and then how to script them.
                  You can do some ridiculous mods with the target positions, but those only work in SM4.

                  Comment

                  • Yesssss
                    FFR Player
                    • Jul 2005
                    • 2522

                    #10
                    Re: My Guide for modded courses.

                    You might get some better responses at the SMO forums.
                    YOU JUST WON THE GAME! CONGRATULATIONS!

                    Comment

                    • sjoecool1991
                      FFR Player
                      • Mar 2006
                      • 2302

                      #11
                      Re: My Guide for modded courses.

                      Yah, Ill post this there, see if they like it.

                      Comment

                      • dAnceguy117
                        new hand moves = dab
                        FFR Simfile Author
                        • Dec 2002
                        • 10097

                        #12
                        Re: My Guide for modded courses.

                        Originally posted by Yesssss
                        There are other more important threads that need to be stickied.
                        look more closely at JKPolk's image

                        fishing for a sticky is not a positive thing

                        Comment

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