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- 19:16, 28 August 2024 Exploding Barrel (hist | edit) [4,666 bytes] Cereal (talk | contribs) (Created page with "This page shows you how to use a Damage Volume and Target to create damaging traps.. You can apply the same principles with different types of triggers, interactions and switches based on the game you want to create. <div style="background-color: #050522; float: right; width: 800px; margin-right: 0px;"> <div class="video-container"> <!-- Replace the placeholder video URL with your actual YouTube video URL --> <youtube width="640" height="360"></youtube>...")
- 15:35, 10 July 2024 Advanced Variables (hist | edit) [4,135 bytes] Chameleon (talk | contribs) (Created page with "{{LogicNode |title=Advanced Variables |image=Advanced variables.jpg |logicObjectType=Variable |assetMenuLocation=Logic > Variable Nodes > Advanced Variables |performanceImpactScore=N/A |description=Powerful variable nodes that can store different types of values per ARC or per Player, and even store these persistently online. Advanced Variables can be named so multiple instances can reference the same value to make it easier to access and organize logic. |expandedDescri...")
- 17:33, 2 July 2024 Advanced Sliding Doors (hist | edit) [7,477 bytes] Zinx (talk | contribs) (Showing an advanced way to open and close sliding doors.)
- 10:04, 26 June 2024 Coordinate System (hist | edit) [742 bytes] Chameleon (talk | contribs) (Created page with "{{CustomHeader|Title=Coordinate System in Arcadia}} <p>The Arcadia editor uses a Standard Cartesian Coordinate System to represent positions and rotations in a three-dimensional space.</p> link=|350px|350px <p>Each coordinate axis has a specific color:</p> <ul> <li><strong>X-axis:</strong> Red</li> <li><strong>Y-axis:</strong> Green</li> <li><strong>Z-axis:</strong> Blue</li> </ul> <p>The convention is to use a left-handed coordinate sy...")
- 09:56, 26 June 2024 Common Issues (hist | edit) [1,623 bytes] Chameleon (talk | contribs) (Created page with "This page highlights common issues players might encounter while building in ARCADIA. {{CustomHeader|Title=Manual Spawning}} <p>When using manual spawning, you must take extra care to ensure the players are spawned when they are connecting to the game, regardless of the state of the game. If a player is not spawned at least once, then the game will never finish loading for them, and they will be kicked out of the game, while your experience will be flagged as defective...")
- 09:02, 24 June 2024 Anatomy of a Node (hist | edit) [3,820 bytes] Chameleon (talk | contribs) (Created page with "The logic nodes system is a visual approach to building and scripting logic within the Arcadia editor. It has many similarities to typical written scripting language, such as variables, lists, conditionals, etc. Nodes range from simple building blocks like math operators to full systems like complete UI panels or complex queries allowing to morph the player into any object, or to spawn a vehicle. This allows to quickly build fully featured experiences, while still...")
- 16:29, 17 June 2024 2D Logic Linking (hist | edit) [1,287 bytes] Chameleon (talk | contribs) (Created page with "<h2>2D Logic Linking</h2> <h3>Instructions (Linking Objects)</h3> <ol style="font-size: 20px;"> <li>Select exactly two items, or a single item and a group. The item you select first in this sequence will be the item you link from. The second item you select in this sequence will be the item you link to.</li> <li>With both your items now selected, the UI will filter to only show compatible links. From here select the event you wish to ‘link from’.</li> <li>Once...")
- 16:14, 17 June 2024 Manipulating an Item (hist | edit) [1,832 bytes] Chameleon (talk | contribs) (Created page with "<h1>Manipulating an Item</h1> <h2>Steps</h2> <ol style="font-size:20px;"> <li>Place an Item in your ARC.</li> <li>Use Left Mouse Button to select the placed item.</li> <li>Press 1/2/3 to cycle between move/rotate/scale modes.</li> <li>Left Mouse Click and drag a gizmo handle to change its position/rotation/scale.</li> </ol> <h1>Editing Item Attributes</h1> <p>When items are selected, the Attributes Menu appears in place of the Asset Library, which displays the...")
- 13:24, 17 June 2024 Moving Platforms (hist | edit) [3,343 bytes] Chameleon (talk | contribs) (Created page with "This page shows you how to use Move Node with objects and triggers. You can apply the same principles with different types of triggers, interactions and switches. <div style="background-color: #050522; float: right; width: 800px; margin-right: 0px;"> <div class="video-container"> <!-- Replace the placeholder video URL with your actual YouTube video URL --> <youtube width="640" height="360">w8tUBXzSA2Q</youtube> <div style="border: 1px solid #473ba7; bor...")
- 12:14, 17 June 2024 Sliding Doors (hist | edit) [5,740 bytes] Chameleon (talk | contribs) (Created page with "This page shows you how to use Move Node with objects and triggers. You can apply the same principles with different types of triggers, interactions and switches. <div style="background-color: #050522; float: right; width: 800px; margin-right: 0px;"> <div class="video-container"> <!-- Replace the placeholder video URL with your actual YouTube video URL --> <youtube width="640" height="360">k0_IInvfvuk</youtube> <div style="border: 1px solid #473ba7; bor...")
- 10:10, 16 June 2024 Logic Best Practices (hist | edit) [3,327 bytes] User (talk | contribs) (Created page with "<b>''This section covers the best practices we recommend following when building content using the node system. Although logic nodes are designed to be simple and efficient, it is important to plan and organize your logic well so that it can still be maintained and developed when growing in complexity.''</b> For practical examples of the best practices, please refer to the Gamemode Templates Stamps. {{CustomHeader|Title=Sequencing}} Logic linki...")
- 09:39, 16 June 2024 Team Assignment (hist | edit) [1,935 bytes] User (talk | contribs) (Created page with "{{CustomHeader|Title=Description}} The ‘2 Team Assignment with Ratio’ template stamp automatically creates two teams and assigns joining players based on the ratio and current players. This ratio defines how many players are assigned to Team B per player assigned to Team A. For example, a ratio of one will create balanced teams, while a ratio of three will aim for a distribution of 1v3, 2v6, 3v9, etc. The stamp will also always prioritize teams that have fewer me...")
- 09:35, 16 June 2024 Manual Respawning (hist | edit) [4,415 bytes] User (talk | contribs) (Created page with "{{CustomHeader|Title=Description}} The Manual Spawning Template stamp expands on the Game Flow Template stamp which contains the logic setup of a basic game flow through “Pregame”, “Game”, and “Postgame” states. The Manual Spawning Template stamp is a basic example for how to handle spawning in a basic game flow when the Spawn System setting is set to “Manual”. {{CustomHeader|Title=What The Stamp Does}} The stamp handles the transition between game st...")
- 09:31, 16 June 2024 Gamemode Templates (hist | edit) [498 bytes] User (talk | contribs) (Created page with "Wheeled Race|Wheeled Race Free For All|Free For All (FFA) FFA Score Tracking|FFA Score Tracking Team Death Match|Team Death Match Power Grab|Power Grab Game Flow|Game Flow Gun Game")
- 09:12, 16 June 2024 Gun Game (hist | edit) [3,200 bytes] User (talk | contribs) (Created page with "{{CustomHeader|Title=Description}} The Gun Game Template stamp contains the logic for the Gun Game game mode. Simply place the template in an ARC, make any desired optional modifications, and it will be ready to play. {{CustomHeader|Title=What The Stamp Does}} The Gun Game Template stamp includes the full logic for the game mode, including the game flow, from pregame to postgame and transition to next game, UI during the different stages and player level, kills, and dea...")
- 09:07, 16 June 2024 Game Flow (hist | edit) [3,316 bytes] User (talk | contribs) (Created page with "{{CustomHeader|Title=Description}} The Game Flow Template stamp contains the logic setup of a basic game flow through “Pregame”, “Game”, and “Postgame” states. <h3>What The Stamp Does</h3> The stamp handles the transition between game states, with each state containing the typical setup used for that state, featuring the Pregame Screen, Game Timer, and Postgame Screen. There are timer length variables that can be adjusted and a spawn point that can be placed...")
- 08:50, 16 June 2024 FFA Score Tracking (hist | edit) [3,329 bytes] User (talk | contribs) (Created page with "{{CustomHeader|Title=Description}} This stamp implements automatic tracking of player kills and deaths for simple Free for All Deathmatch style of game, as well as some UI elements which can be shown/hidden by the game at any points using the provided events. It will also fire an event when a player reaches the required number of kills to win, which can be also configured using the stamp variables. {{CustomHeader|Title=Where to find it}} Stamps > Public Stamps > FFA Sc...")
- 14:12, 14 June 2024 Team Deathmatch (hist | edit) [1,879 bytes] Chameleon (talk | contribs) (Created page with "{{CustomHeader|Title=Rules}} Team Deathmatch is the classic gamemode where two teams fight each other to have the highest number of kills before the match ends. The match can end by the round timer running out or by one of the teams reaching a certain number of kills. Players will be assigned to one of the teams when they join, prioritizing the team with fewer members. On death, players will respawn at specific spawn points based on their team, automatically choosing t...") originally created as "Team Death Match"
- 12:52, 14 June 2024 Free For All (hist | edit) [1,821 bytes] Chameleon (talk | contribs) (Created page with " {{CustomHeader|Title=Rules}} Free for All Deathmatch is a simple game mode where players fight to kill each other, and whoever has the most kills at the end of the round will be victorious. The game will end when the round timer ends, or when someone reaches a certain number of kills. {{CustomHeader|Title=Description}} The Free for All stamp includes the full logic for the game mode, including the game flow, from pregame to postgame and transition to next game, UI dur...") originally created as "Firefight"
- 11:11, 13 June 2024 Attach node (hist | edit) [1,593 bytes] Chameleon (talk | contribs) (Created page with "This is a WIP page for template testing {{LogicNode |title=Attach Node |image=Logic nodes icon.jpg |image2=Logic nodes.png |logicObjectType=Example Type |assetMenuLocation=Example Location add more text here see how the table looks |performanceImpactScore=High |description=Attaches one thing to another. All asset types can be attached together, for example players, groups, and objects. |expandedDescription=Detailed description here. |gameplayGif=Logic nodes icon.jpg |req...")
- 10:35, 11 June 2024 Interactive Light (hist | edit) [3,889 bytes] Chameleon (talk | contribs) (Created page with "__NOTOC__ {{CustomHeader|Title=Interactive Light}} This section shows you how to create Logic for turning a light on with a Pressure Plate. <div style="background-color: #050522; float: right; width: 800px; margin-right: 0px;"> <div class="video-container"> <!-- Replace the placeholder video URL with your actual YouTube video URL --> <youtube width="640" height="360">pn9PBRewlok</youtube> <div style="border: 1px solid #473ba7; border-radius: 8px; backg...")
- 14:15, 5 June 2024 Portals (hist | edit) [394 bytes] NestorSite (talk | contribs) (Created page with "= Portals = Portals are an essential part of EVERYWHERE. They are what connect different worlds, experiences, or games. Through a portal, you can travel quickly to wherever you want simply by crossing through it. Each ARC has its own code that serves as an identifier. This is what portals use to choose the destination you will travel to when crossing through it. = How to create a Portal =")
- 09:58, 5 June 2024 Creating a Stamp (hist | edit) [7,879 bytes] Chameleon (talk | contribs) (Created page with "{{CustomHeader|Title=Creating a Stamp}} *Place multiple items from the Asset catalogue into your ARC. *Select desired items that you wish to have included in the Stamp. *Click and drag the cursor over all the items placed. This can also be done by selecting individual items one-by-one for more precise choices. Use CTRL + LMB to add an item to mass selection. *Group the selected items together either using CTRL+G. *Double check all the items for the Stamp are h...")
- 15:42, 28 May 2024 Introduction to Logic (hist | edit) [1,070 bytes] User (talk | contribs) (Created page with "__TOC__ This page will go through various step by step guides to introduce you to Logic in ARCADIA. {{CustomHeader|Title=Player Respawn}} {{CustomHeader|Title=Moving Gates}} {{CustomHeader|Title=Interactive Light}}")
- 11:05, 21 May 2024 Power Grab (hist | edit) [4,857 bytes] User (talk | contribs) (Created page with "Power Grab (previously ‘Block Conquest’) is similar to capture the flag: teams of players compete to retrieve and defend the Mega Block. Points are earned for capturing and banking time with the Mega Block in their base as well as for eliminating opposing players. The first team to reach the pre-determined time banked score (60 seconds by default) wins the round; the first team to win two rounds (out of three) wins. There are two teams in Power Grab, with a maximum...")
- 10:15, 21 May 2024 Wheeled Race (hist | edit) [5,642 bytes] User (talk | contribs) (Created page with "Wheeled races are a traditional car race gamemode, based around a checkpoint system. In a wheeled race, up to eight players can compete for a podium (first through third place) finish. Tracks are made up of checkpoints through which players must pass to progress; missing a gate will halt race progression until a player passes through the missed gate. There are three types of gates: <div style="border: 1px solid #ccc; border-radius: 8px; background-color: #f9f9f9; paddin...")
- 10:04, 21 May 2024 Game Nodes (hist | edit) [1,723 bytes] User (talk | contribs) (Created page with "{{CustomHeader|Title=On game start node}} Placeholder Node Description {{CustomHeader|Title=On game end node}} Placeholder Node Description {{CustomHeader|Title=Ready-Up screen node}} Placeholder Node Description {{CustomHeader|Title=Auto balance teams node}} Placeholder Node Description {{CustomHeader|Title=Get all players node}} Placeholder Node Description {{CustomHeader|Title=Get player actor node}} Placeholder Node Description {{CustomHeader|Title=Get player T...")
- 15:34, 20 May 2024 Publishing ARCs (hist | edit) [1,925 bytes] User (talk | contribs) (Created page with "{{CustomHeader|Title=What Is Publishing?}} <p>Publishing an ARC makes it open for others to enjoy.</p> {{CustomHeader|Title=Open The Publish Panel}} <p>Open the Publish Panel with button on the right of the Toolbar.</p> {{CustomHeader|Title=Change Gamemode Setting}} <p>Change the Gamemode dropdown setting to Place. Place makes an ARC a location players can visit with no restrictions. Other options in the Gamemodes list have special requirements for Publishing and play...")
- 08:39, 14 May 2024 BUILD A ROCKET BOY ARCS (hist | edit) [10,606 bytes] User (talk | contribs) (Created page with " <!-- Header 2 --> <h1>RACING ARCS</h1> <div class="games-section"> <!-- RACING GAMES --> <div class="category"> link=none <h2> RACING TUTORIAL </h2> <p>Craft immersive experiences with high-speed competitions, dynamic tracks, and customizable vehicles.</p> </div> <!-- Combat Games --> <div class="category"> link=none <h2> DASH AND CRASH </h2>...") originally created as "ARCS"
- 11:31, 9 May 2024 Variable Nodes (hist | edit) [1,042 bytes] User (talk | contribs) (Created page with "=== Actor Node === === Add Node === === Add Vector Node === === Advanced Transform === === AND Node === === Boolean Node === === Branch Node === === Break Vector3 Node === === Color Node === === Divide Node === === Equal Node (Number) === === Greater Than Node === === Less Than Node === === Multiply Node === === Multiply Number-Vector Node === === NOT Node === === Number Node === === OR Node === === Equal Node (PlayerID) === === String Node === === Eq...")
- 11:05, 9 May 2024 Logic Volumes (hist | edit) [2,502 bytes] User (talk | contribs) (Created page with "=== Action restriction volume node === === Box Damage Volume === === Box Heal Volume === === Box Interact Volume === === Box Trigger Volume === === Cylinder Damage Volume === === Cylinder Heal Volume === === Cylinder Interact Volume === === Cylinder Trigger Volume === === Kill Volume === === Lava cube (s) A === === Lava Volume === === Sphere Damage Volume === Sphere Heal VOlume Sphere Interact Volume Sphere Trigger VOlume Water Volume Cube 1M")
- 10:52, 9 May 2024 List Variable Nodes (hist | edit) [1,777 bytes] User (talk | contribs) (Created page with "__NOTOC__ == Table of Contents == {| class="wikitable custom-table" |- | A || B || C || D || E || F || G || H || I || J || K || L || M |- | N || O || P || Q || R || S || T || U || V || W || X || Y || Z |} === Actor list variable node === === Add list element node === === Bool list variabl...")
- 16:11, 8 May 2024 Logic (hist | edit) [1,530 bytes] User (talk | contribs) (Created page with " <!-- Header --> <h1>WHAT TO USE LOGIC FOR</h1> <BR> *logic Game Nodes are used to create custom gamemodes or custom gameplay systems *For Per Player logic, UGC Game Nodes are currently necessary due to them being the only real way to grab player references *The UGC Games Activity currently works off splitting the Game State into three states; Pre-Game, Game, and Post-Game. Because of this it is required to place down a Game State Node even if nothing is necessa...")
- 14:21, 6 May 2024 Toolbar Introduction (hist | edit) [2,097 bytes] User (talk | contribs) (Created page with "The toolbar is the control panel at the top of the screen. It contains functions for stamp and ARC creation. It has many controls, accessible via various buttons and dropdowns menus. Toggle Asset Library Press the Hide/Unhide Asset Library button. Activate Move Mode Press the Move Mode button. Press Select Press the Select button. Activate Rotate Mode Press the Rotate Mode button. Activate Scale Mode Press the Scale Mode button. Toggle Grid Snapping Press the Toggl...")
- 14:08, 6 May 2024 Welcome to ARCADIA (hist | edit) [2,932 bytes] User (talk | contribs) (Created page with "ARCADIA is EVERYWHERE's content builder. The possibilities for experience creation are limitless here - Imagine it? Make it! This tutorial goes over the HUD and menus in ARCADIA's Creator Mode. === Asset Library === This is a catalog of all items available for creating, such as furniture, logic, NPCs and vehicles. Use either the section categories or the search bar at the top to navigate the library. === Toolbar === This bar has all the main controls for editing an ARC...")
- 14:05, 6 May 2024 ARCADIA BASICS (hist | edit) [664 bytes] User (talk | contribs) (Created page with "== Welcome to ARCADIA == == Toolbar Introduction == == ARC Settings == == [Shortcuts & Hotkeys]] == == Hotbar Overview == == Publishing ARCs == == Creating a Stamp == == [Introduction to Logic]] == == Structuring Games == == Player Respawn == == Making Teams == == Scoreboard == == Using Lights == == My First ARC ==") originally created as "Tutorials"
- 12:48, 6 May 2024 Action Restriction Node (hist | edit) [2,167 bytes] User (talk | contribs) (Created page with "== Action Restriction Node == The `ActionRestrictionNode` is a module that manages all items of the type 'ActionRestrictionNode' within a game. It primarily deals with setting and modifying the available actions and movements a player can perform in the game. Its key features and options include: * Restrictions on the number of jumps a player can make. * Option to allow or disallow the use of a backpack. * Controls on whether a player is allowed to 'Sprint', 'Mantle',...")
- 12:25, 6 May 2024 Attack Node (hist | edit) [1,689 bytes] User (talk | contribs) (Created page with "== Attack Node == The Attack Node is a type of item in UGC Play Mode game editor designed to manage all items of type 'AttackNode'. It's one of the many various user-placeable nodes that an user can place in the game editor. === Usage === The Attack Node offers a variety of functionalities such as creating item variables, receiving item events, force targeting, and target clearing. *Creating Item Variables: This feature allows the Attack Node to define item variable...")
- 12:40, 2 May 2024 A-Z Logic Volumes (hist | edit) [1,977 bytes] User (talk | contribs) (Created page with "__NOTOC__ === Action Restriction Volume Node === Action restriction volume nodes are used to designate a space within which we can restrict certain actions, like jumps, sprints, aim and hipfire. They can also be linked to logic that toggles each restriction separately or removes it. === Interact Volume Node === Interact volume nodes are used to enable an interact action within a space, that triggers a linked logic node. The interface panel allows us to set whether they...")
- 09:53, 2 May 2024 A-Z Logic Nodes (hist | edit) [12,388 bytes] User (talk | contribs) (Created page with "== A == === Attack Node === Attack Nodes are used to instruct an AI to attack a target. They can be linked to an AI that has been placed in the ARC, an AI spawner node or players, and can be instructed by logic on when to start or stop. The target can be overwritten via logic. === Attach Node === Attach Nodes are used to tie several objects to each other, with one acting as a parent and the rest as a child. The Attributes Panel determines the relative position of a chi...")
- 08:03, 2 May 2024 Hotbar (hist | edit) [1,233 bytes] User (talk | contribs) (Created page with "== Hotbar == The Hotbar is a useful tool for faster building. Commonly used items or certain palettes can be added to it for quick access. === Enable The Hotbar === Open the Additional Options panel and click the eye icon next to Hotbar to enable it. === Add A Hotbar Item === * Hover the cursor over any item in the Asset Library. * Press the number key shown in a Hotbar slot to add the item to it. Hotbar items can be quickly changed by simply overwriting the choice fo...")
- 12:46, 1 May 2024 ARCADIA Shortcuts & Hotkeys (hist | edit) [1,500 bytes] User (talk | contribs) (Created page with "ARCADIA Shortcuts & Hotkeys Shortcuts and hotkeys are available for many common controls in ARCADIA. Focus Selection Focus the camera on selected item(s) by pressing F Copy Selection Copy selected item(s) by pressing CTRL + C. Paste Clipboard Paste current creator clipboard by pressing CTRL + V. Duplicate Selection Duplicate selected item(s) by pressing CTRL + D or by clicking the Duplicate button on the Quick Build panel. Undo Undo the last ac...")