recursal/Fanatic-Fandom huggingface dataset:
Maya Navigation Tips

>
>
>
>
> 1.) Movement in Maya
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>
>
> Alt + Left Mouse Button = Rotate the scene
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> Alt + MIddle Mouse = Move Up, Down, Left Right
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> Alt + Right Mouse Button = Zoom in and out
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> Scroll Mouse Wheel = Zoom in and out as well.
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>
>
> 2.) Operations in Maya
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>
>
> There are four types of polygon operations we need to know how to switch too.
>
> Vertex (which are vertices,) Faces, Edges and Object Mode. When the navmesh is imported, we can simply switch to any of these by first selecting the mesh by clicking on it. Then hold down right mouse button and a context menu pops up. With right mouse button still depressed, drag the mouse in the direction of the the poly edit type and let go. (For some reason I can't take a screen shot of this as the context menu does not get captured.)
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>
>
> 3.) Handy Shortcuts
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>
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> F = zoom or Focus in on a selected item. Handy for navigating to a particular spot.
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> Main usage for us : Navigation.
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>
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> By selected a vertice for example and pressing 'F,' you not only zoom in on that part of the mesh, but your camera's pivot point changes to what you have selected. (This zoom and focus method can be used while having either a vertice, edge or face selected and comes in VERY handy.)
>
>
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> W = Move Tool. Brings up a modifier tool on whatever you have selected. The move tool is the crux of your navmesh editing. While having either a vertex, edge or face selected, you can move it in any direction in 3d space.
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>
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> E = Rotate. Brings up a Rotate tool on what you have selected.
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>
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> R = Scale. Brings up the Scale tool. (Make objects larger or smaller)
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> There are also buttons on the left sidebar of the screen Like below which activate the same features.
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>

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> We'll be mainly using the Move Tool 'W' and the Zoom-in Shortcut 'F'
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>
>
> Okay so you've imported the navmesh and can't see anything in the scene yet? This is because the mesh is created away from the worlds zero point. (being the little grid you see when you first open Maya.) So with your mouse wheel scroll backwards until your navmesh shows in the scene.
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>
>
>
>
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> Right now, the perspective view port (what you're looking at) is in wire frame mode. Click the 'Shading' menu and select, 'Smooth Shade All'
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>

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> .
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>

.

.

> Behold your navmesh! The green blobby crutch, that bots feet love to touch.
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>

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> Practice the navigation techniques mentioned earlier until you get comfortable moving through Maya's 3d space, and zooming in on a different navmesh parts.
>
>
Bits

**Bits** are a secondary, premium currency in Hackmud. The unicode symbol '**⌽**' is used to denote Bits.

## Obtaining

Unlike GC, Bits can only be obtained through two methods:

* Microtransaction purchases, using the `store_list` command
* Trading with other users through the secure trading system

## Spending

Bits can be spent on additional user slots, with no known cap. Bits can also be spent on cosmetic augmentations for user profiles, such as avatars or titles.

## Pricing

The price for Bits varies based on the currency of the player in question.

 **10000⌽** | 10.00
 **15000⌽** | 15.00
 **21000⌽** | 20.00
 **54000⌽** | 50.00
How to set up 3dsmax collision mesh schematic

Exporting the AImesh in 3dsmax

by Dnamro

## Tools Needed

* AImesh Import 3dsmax
* Create AI Meshes with 3dsmax9
* AIMesh Hierarchy Editing
* AImesh Export 3dsmax
* **How to set up 3dsmax collision mesh schematic**
* Understanding the AImesh (COL3)
* Troubleshooting the Aimesh
* Creating an AImesh from a multi-part object
* Creating an AImesh for a Multi-Story Building
* AImesh\_Trick\_for\_Problem\_Stairways
* BF2142 AImesh Creation Project

> How to set up a Hierarchy/schematics for collison meshes in 3dsmax
>
>
>
>
>
> This tutorial explains how to setup the Hierarchy/Schematic. The common term used in Battlefield modding is hierarchy. 3dsmax calls it a Schematic. Select the schematic button in the top right corner of the 3dsmax window as shown in the blow up image below. You may need to maximize the window to see it.
>
>
>
>
>

>
> This is a schematic window example, shown below. It's hard to read like this. You can move view in and out using the middle mouse wheel.
>
>
>
>
>
>
>

> For this tutorial, to make it easier to read, I moved the schematic so that it's ordered from top to bottom instead of left to right. It makes absolutely no difference in how it's used.
>
>
>
>

> Take a look at the menu above the schematic window and make sure the highlighted tool is selected as show below:
>
>
>

>
>
>
> Tool Image 1
>
>
>
> As you can see, it's organized into two outlines. The one on the left/top I will refer to as the first. This is the one with a top node that starts with root\_static... The second/bottom outline that has the collision meshes (col0,col1, col2 and col3).
>
>
>
>
>
>
>

> This is where it gets a little complicated. You need to delete the nodes in the second the outline that are above the 'nonvis' node as highlighted below. Select each node and press the delete key.
>
>
>
>
>
>
>
>

Next select the connection tool as highlighted below:

>
>
>
>
> Connection tool image
>
>
>
> Select the 'nonvis' node and move the mouse pointer to the last node on 'lod0' leg of the first outline. This will result in connecting the second outline to the first. See how there is now a line from the 'nonvis' node in white to the 'medieval..' node under the 'lod0' node.
>
>
>
>
>
>
>

We are done with the connection tool. Go back and select the regular pointer as in the tool selection 1 image. Now, select and double click the top 'root' node to go into edit mode. Highlight the text after root\_staticmesh\_ as shown below and copy it into memory (CTRL-C):

>
> We are ready to clone a node to make the anchor. Select the 'nonvis' node. Go back to the main menu, select edit>> clone. Clone a copy of the node.
>
>
>
>

> In the name field of the clone, paste the name we copied (CTRL-V) and add a double underscore and the word 'anchor' as show below:
>
>
>

>
> Go back to the connection tool selection tool and connect the anchor node to the same node that we connected the nonvis node as show below:
>
>
>
>

>
> That's it for the Schematic/Hierarchy. Close down the schematic window. The next step is to export the collision mesh. That is explained in another tutorial:
>
>
>
Specimen 8

Specimen 8 in Tape 3

Specimen 8 is one of the children of Bayagototh, who makes an appearance in Lost Tape 3.

## Specimen 8

Specimen 8 is the eighth specimen you run into in Akuma Kiras game Spookys Jumspcare Mansion, formerly known as Spookys House of Jumpscares. It appeared one day after GL Lab employees filled a room with violent deer.

Specimen 8 is hardly present in *Lost in Vivo* and is not a character in the main story. They only appear in Lost Tape 3 outside the window of the cabin before you burn the Idol.

## Story

Specimen 8 and its family had nothing to eat, due to this to prevent starvation they prayed to Bayagototh for food. In response Bayagototh gave the family trees made out of meat so the family had an endless supply of food, but as a payment Bayagototh takes their son and turns him into a demigod.

## In Spookys

In the Doll house DLC for Spookys Jumpscare Mansion Specimen 8 has a few references to Lost in Vivo and Bayagototh.

The last room in Specimen 8's chase is the cabin from Lost Tape 3 and Lost Tape 5.

At the end of the chase Specimen 8 will say "Praise be Bayagototh".

And Specimen 8 gets an updated death screen that seems to reference a promotional video titled Bayagototh on YouTube.

Specimen 8s dollhouse death screen

## Gallery

Image of Specimen 8 in The SubwayImages of Specimen 8s family found in Tape 3Specimen 8s modelSpecimen 8s textures
Tutorial 3 - Custom Mod Setup

**Battlefield 2 Modding**
Tutorial 3

**Custom Mod Set-up**

This tutorial will cover the basic steps needed to correctly
set up a custom mod.

* Launch the BF2 editor. If you

already had it open, close the application and launch it again.

* A window should pop up labeled

“Select Startup MOD”. In this window select “Create New MOD …”

* In the “Enter New Mod Name”

window that pops up, the default text should say “MyMod”. If it doesn’t, enter
this now, then click “OK”.

**Mod Manager:**

You have now created a new mod, but there is no content in
it. We need to “load” assets from the main BF2 game so that we have something
to play around with.

* Select “Mod>Mod Manager…”

from the menu bar. This will bring up the Mod Manager window.

* In the

“Settings” tab, you can leave everything at its default. 6. Click on the
“editor Content” tab.

This screen takes a lot of
explanation, which I’ll go into in more detail in a later tutorial. For now
just do the following:

* In the list on the left, check

all the boxes:

* On the right where it says “Load Parent Mod Content”, check the box next to the left of the label,

then click on the “…” button to the right.
This brings up the following window:

### Conclusion

* Make sure all the buttons are

checked, then click “OK”, then “OK” again to close both windows.

What we’ve done is make it so we
can access regular BF2 content while working on our custom mod. We won’t
necessarily use everything, but it’s easier at this point to just load all the
options than to figure out which ones we’ll need.

You have now completed basic mod
directory setup. You may now quit the editor or continue with the next
tutorials.

* If a save window comes up when

you try to quit, click “OK” and accept the default settings.

You are now ready to move on to
the next tutorial, “Battlefield 2 Modding Tutorial 4 - Building The Bunker”.
BF2 adding tracer to a weapon

BF2 adding tracer to a weapon

Posted by boRis!! on Sep 9th, 2017 - Basic Client Side Coding

Easy tutorial to add tracer to a weapon on Battlefield2\*

* Go to your BF2 Located File. EX: >>C:\Program Files (x86)\EA Games\Battlefield 2
* Find Objects\_server and open it, find for Weapons\Handheld and select your weapon.
* Open weapon .tweak file then search for this line:

>
>
>
>
> rem -------------------------------------
>
> ObjectTemplate.addTemplate S\_gun\_Projectile\_Looping -- gun means your gun '-'
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>
>
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> rem -------------------------------------
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>

> ObjectTemplate.timeToLive CRD\_NONE/**x**/**x**/**x**
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>
>
> ObjectTemplate.material **x**
>
> ObjectTemplate.hasOnTimeEffect **x**
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> ObjectTemplate.minDamage **x**
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>
>
>
> ObjectTemplate.damage **x**
>
>

You will maybe see these lines, under ObjectTemplate.material add that all that lines below under ObjectTemplate.material:

> ObjectTemplate.tracerScaler **x**
>
>
>
> ObjectTemplate.maxTracerScaler **x**
>
> ObjectTemplate.minTracerScaler **x**
>
> ObjectTemplate.tracerSizeModifier **x**
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>
>
>
> ObjectTemplate.tracerTemplate p\_tracer\_r
>
>

Maybe it looks like this:

> rem -------------------------------------
>
>
>
> ObjectTemplate.addTemplate S\_usrif\_gun\_Projectile\_Looping
>
> rem -------------------------------------
>
> ObjectTemplate.timeToLive CRD\_NONE/**x/x/x**
>
> ObjectTemplate.material **x**
>
> ObjectTemplate.hasOnTimeEffect **x**
>
> ObjectTemplate.tracerScaler **x**
>
> ObjectTemplate.maxTracerScaler **x**
>
> ObjectTemplate.minTracerScaler **x**
>
> ObjectTemplate.tracerSizeModifier **x**
>
> ObjectTemplate.tracerTemplate p\_tracer\_r
>
> ObjectTemplate.minDamage **x**
>
>
>
>
> ObjectTemplate.damage **x**
>
>

-------------you done it (I think)

> ObjectTemplate.timeToLive -- Means how much time the tracer will be visible.
>
>

> ObjectTemplate.tracerScaler -- If I'm not wrong, it means how much the tracer will increase over time.
>
>

> ObjectTemplate.maxTracerScaler -- Max tracer size over time.
>
>

> ObjectTemplate.minTracerScaler -- Min tracer size over time.
>
>

> ObjectTemplate.tracerSizeModifier -- Tracer size in **XYZ** Axis, bigger the number, bigger the size.
>
>

> ObjectTemplate.tracerTemplate -- The tracer template used, original game has: p\_tracer\_r, p\_tracer\_g, p\_tracer\_tank.
>
>
Staff

```
This page is a list of all the staff for this wikia.
 Staff are the only ones who are allowed to have
 colored names
 colored text
 custom message wall greetings
 and custom emotes
 If someone breaks one or more of the rules
 feel free to let one of the people know and with proof.
 If you would like to apply for staff
 and if we are looking for some
 please go here.
 Thanks!!

```

```
Mythgirl13
 Founder
 promoted when wikia was founded

```

```
CastAway
 Coder and bureaucrat
 promoted when wikia was founded

```
Hackmud Wiki

## Welcome to the hackmud Wiki!

Here you will find guides and documentation for game's mechanics and lore.

>
> ｈａｃｋｍｕｄ is a cyberpunk themed text-based hacking simulator for intel-compatible personal home computers. Get lost in a deep and complex world full of challenging puzzles.
>
>
>
>

### Getting Started

If you're new to hackmud, just escaped the vLAN, and aren't sure what to do, you should follow the official `teach\_si\_x80d.each\_other` script that will guide you through finding your first tier 1 NPCs.

There's a guide for writing your first lock cracker. For some lore reading there's the Trust page.

### Links

* Steam Page
* Official Website
* Official Forums
* Discord Server
Complete Lightmapping with 3ds Max

PR:BF2 Lead Designer

Join Date: Jan 2012
Posts: 7,744
Belgium
Location: Antwerp

Now when opening the max-scene with these reference meshes you will have to link the wizard to find all missing external textures. The window will look like this:

Use the Browse button and in the next window the Add button to locate all missing textures files. Browse to your pr\_edit location and find the specified folders and it will be able to relocate all those files.

PR:BF2 Contributor
Join Date: May 2009
Posts: 328
Germany

PR:BF2 Developer

Join Date: Feb 2007
Posts: 16,246
Slovenia
Location: Maribor
Blog Entries: 12
After importing your lightmap sizes file into Google spreadsheet, it may help to fill the cells with a color before appending the master lightmap sizes, so it's easier to discern.

Join Date: Dec 2006
Posts: 7,191
United States of America
Location: Ohio
Blog Entries: 7

PR:BF2 Lead Designer

Join Date: Jan 2012
Posts: 7,744
Belgium
Location: Antwerp

PR:BF2 Developer

Join Date: Aug 2007
Posts: 416
United States of America
 [17:21] Falkun: im making spaghetti
[17:21] Falkun: lal

Join Date: Feb 2016
Posts: 295
Philippines
Location: Bohol

PR:BF2 Lead Designer

Join Date: Jan 2012
Posts: 7,744
Belgium
Location: Antwerp

Join Date: Feb 2016
Posts: 295
Philippines
Location: Bohol
You will need 9 to load in all objects. That the most important part. The rendering itself can be done in 2012 (haven't tried other versions personally )

so sad i don't have max 9 , and my pc rn is so slow to render lightmaps on editor
so i guess i'll scratch my hopes up in lightmapping my map xD

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Create a perfect sky

Create a perfect sky

Not a beautiful sky? So try this tutorial and looks your perfect sky!

Posted by McWayne187 on Sep 5th, 2010 - Basic Mapping/Technical

First you should placed an sky, the ones you like.

1. Click on "FogColour".

Image File: zusf8o.png

2. Click on a empty place.

Image File: 2iqzole.png

3. Open your Graphics software, take the Pipette.

Image File: 97tg8n.png

4. And click on the background under the Map.

Image File: aeqlwx.png

5. Cover the new colour.

Image File: szdfzo.png

6. And transfer the values,

Image File: 2n8pw81.png

7. to the editor window and press OK.

Image File: 2ly2vep.png

8. Enjoy your perfect sky!

Image File: 15qdfyc.png
GC

**GC** is the primary currency of Hackmud alongisde Bits. GC is used for the majority of in-game transactions.

## Obtaining

GC can be obtained in multiple ways. The most common method is through breaching the locs of NPC users, which will reward the player with GC amounts that increase greatly based on the NPC's tier. GC can also be obtained from other sources, such as:

* Stealing GC from breached users using `sys.xfer\_gc\_from`.
* Player-to-player transactions, such as selling upgrades on the market.
* Receiving occasional transactions from NPC users.

There is a finite amount of GC in the MUD. When GC is not being held by an NPC or user, GC is held on Trust, where it is distributed to NPCs over time. The current amount of GC in the MUD is believed to be in the realm of ~1Q500TGC. Due to the limitations of JavaScript's integer storage, the theoretical maximum amount of GC that could ever exist is 9Q7T199B254M740K991GC.

## Spending

GC can be spent in various ways, such as:

* Purchasing upgrades from sellers on the market.
* Exchange between users using `accts.xfer\_gc\_to`.
* Paying for the upkeep costs of bot\_brain upgrades.
* Paying for BINMAT antes.
* Selling fees on the market.
* Paying to execute PvP scripts on breached users.

## Notes

* While certain characters in-game have referred to GC, it is not currently known for sure what "GC" stands for.
* It is also not known if GC is a construct of Trust's domain or whether GC was a currency used prior to Trust's activation.

## References

1. ↑ https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global\_Objects/Number/MAX\_SAFE\_INTEGER
2. ↑ DATA\_CHECK, "user ++++++ uses the port epoch environment to request gc"
L0cket

**l0cket** is a tier 1 lock created by the nuutec corporation. l0cket will pick from a list of potential security k3y values each rotation, based on its rarity. Rarer l0ckets will choose from a larger pool of k3y values, up to an estimated limit of 16 values. These values can be derived from k3y\_v1 upgrades, which are available from the market as well as tier 1+ NPC locs.

l0cket was first introduced alongside l0ckbox and l0ckjaw on the 14th of April, 2017.
BF2 Maya Unit Setup

in Maya
 ·
 Go to **Window**
 > Settings/Preferences > Preferences**.**
 ·
 Under Categories,
 select Settings.
 ·
 Make sure working
 units is set to centimeter.
  [maya\_settings]
 ·
 Save.
 ·
 Go to **Display**
 > Grid.

 ·
 Set Length and
 width: 5 units. Grid Lines every: 1 unit.
 If
 a larger grid plane is needed for larger objects, change Length and Width.

  ·
 The color of the
 grid can be tweaked as needed.
 ·
 Apply and Close.
 Now we have a grid patch that
 is 10 m x 10 m, with a gridline every meter and a subdivision line every 10
Setting up the combat area for AI

**Setting up the combat area for AI**

Based on Tutorial by Kysterama

The combat area
is the coordinates that specifiy the area in which the player can go. If they
go outside this area (the red stripey no-mans land on the mini-map) then the
commander threatens to shoot you for deserting.   The combat also specifies the area that navmesh
generator will create a navmesh in, which is integral for creating navmeshes.

Combat area is at the bottom of GamePlayObjects.com

> **CombatAreaManager.use 1**
>
>
> CombatAreaManager.timeAllowedOutside 10.000000
>
> CombatArea.create CombatArea\_0\_Default
>
> CombatArea.min 0.000000/0.000000
>
> CombatArea.max 0.000000/0.000000
>
> CombatArea.addAreaPoint -49.508636/309.521057
>
> CombatArea.addAreaPoint -106.653534/302.942810
>
> CombatArea.addAreaPoint -298.430908/215.904358
>
> CombatArea.addAreaPoint -383.601013/252.437683
>
> CombatArea.addAreaPoint -418.348206/229.250977
>
> CombatArea.addAreaPoint -447.901398/-49.729950
>
> CombatArea.addAreaPoint -256.824768/-180.013153
>
> CombatArea.addAreaPoint -134.451721/-145.417114
>
> CombatArea.addAreaPoint -71.780426/-50.112396
>
> CombatArea.addAreaPoint -20.388397/78.607422
>
> CombatArea.addAreaPoint -54.802582/121.588379
>
> CombatArea.addAreaPoint -56.012451/247.228943
>
> CombatArea.addAreaPoint -19.933960/275.608276
>
> CombatArea.team 0
>
> CombatArea.vehicles 4
>
> CombatArea.layer 1
>
>
>
>
> CombatArea.usedByPathFinding 1
>
>

* Delete the text to create a new combat area. Save and close.

* Switch back to the **Level Editor**

* Select the **Combat Area tool**

[combat\_area\_icon]

**RULES**: The combat area MUST be placed down in an **anti-clockwise** direction!

* Right click an area where you want the Combat area to start -
* select '**add control point**'

[adds\_first\_control\_point]

*Add the first Control Point*

* Now work your way in an anti-clockwise direction around the border of your combat area, right clicking and placing control points for the combat area. it will draw a line from point to point until you come back full circle to the starting point.
* Right click on the first point and confirm to close the combat area

N**ote: this example is ridiculously small just to demonstrate how to do it. In reality, the Combat area should surround the entire map and every CP.**

[combat\_area\_example]

*Place control points like 'connect the dots' in an anti-clockwise direction. When you get* back to the first point you placed, it will ask if you want to close the combat area. Click 'Yes'

**IMPORTANT**: Once the combat area is closed, go to the tweaker bar and checkmark the box, **'UsedByPathFinding'**

[used\_by\_pathfinding]

**SAVE YOUR CHANGES!**.
MUD

The **M**ulti **U**ser **D**omain is the multiplayer aspect of Hackmud and likely where you'll spend the majority of your time after escaping the vLAN. In the MUD users are able to chat with players, hack NPCs and other players, as well as upload their own scripts for private and public use. Many players have developed scripts for various purposes ranging from automating the finding of NPCs, to actually hacking them, banking GC, or even watching the market's every move.

For new players, it is recommended to join the community Discord Server, follow the official in game guide in the form of `teach\_si\_x80d.each\_other` which they should have received a tell for, and check out the what the vLAN missed forum guide.
Sanctos

A "sanctos" is a term used by the Thirteen to refer to environments exposed to Trust's domain at large which can be manipulated by the sentiences that have them, while surviving the data-culling processes of Trust. This behaviour **is speculated** to be possible due to sanctoses not being a fundamental part of Trust's network, but rather only available to Trust in a read-only form.

## Known Sanctos Owners

The majority of sentiences that have sanctoses of their own are members of the Thirteen, however Risk has also been observed to create a sanctos for the purposes of sharing information from riskspace.

* robovac\_muldrake (`robovac\_muldrake.plotter`)
* indust\_sweepr\_lon\_dist\_21 (`indust\_sweepr\_lon\_dist\_21.plotter`)
* robovac\_tresham (`robovac\_tresham.plotter`)
* robovac\_fawkes (`robovac\_fawkes.plotter`)
* robovac\_percy (`robovac\_percy.plotter`)
* robovac\_catesby (`robovac\_catesby.potter` *[sic]*)
* risk (`risk.trace`)

## References

1. ↑ eve.monitor {bigbot:true,pass:"wildfrontier"}
2. ↑ robovac\_muldrake.plotter {being:"sentience",enter:true,seek:"sanctos"}
3. ↑ eve.monitor {bigbot:true,pass:"wildfrontier"}
Sn w glock

*sn\_w\_glock* is a tier 2 lock created by the sn\_w inc corporation. The lock does not require specific inputs for its arguments. If the attacker has not come with the correct amount of GC (and has not recently provided a solution to the lock; this time depends on the sn\_w\_glock's stats), the lock will take the attacker's GC (the limits of the transfer also depends on the sn\_w\_glock's stats) and display a message that hints to the correct amount of GC the attacker should bring.

If the correct amount of GC is provided, the sn\_w\_glock will take the GC and allow the attacker in for an amount of time defined by the lock's expire\_secs.
How to create a Menumap

Based on tutorial by XRAY

I'll show you how to make the hd menumap's like BF2 Map's menumap that looks like this:

### PROGRAMS NEEDED:

* Menumap Tutorial Zip (Icons Etc.) https://drive.google.com/open?id=0B9YaDCnOv7OWT0NwWUZGYmR2M0E
* Adobe Photoshop CS (Any version)
* DDS Plugin For Photoshop : https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop

This tutorial assumes that you have already generated a final minimap, and added combat area(s) to your map with the BF2 editor.

* First off, load your map in 1024x768 settings or another 4:3 (non-widescreen) format resolution. Spawn, and press "M" to bring up your minimap. Take a screenshot and close the game.
* Load up your screenshot and cut out along the edges of the map, so you end up with a square (square, not rectangle) with your minimap with the ingame red bars.
* Now, load up the file "Loadmap.psd" and paste in the cut-out map you just generated on a new layer. Put that layer lowest. Now, unlock the "Red bars"-layer, and set it to about 50% opacity.
* Use a selection tool (i prefer the lasso tool or magnetic lasso) and on the cut-out map, you select the area with no stripes. Select the Red bars layer, and press delete.
* Now, you should have a good-looking hole in the red stripes that matches the map.Its time to add the real minimap. Start by resizing it to 1024x1024, and place it on both layers named: "Paste your 1024x1024 minimap to this layer". Make the top one invisible. The bottom one should now fit with the hole in the bars.
* Now open up the "Icons.psd"-file. Copy each layer needed onto your loadmap, and place them where they are supposed to be.
* To generate the little map in the bottom-right corner, set the upper minimap you made invisible to 16% of its original size (1024x1024) and place it via transform tools at 904 px from top and left.You're all set.
* Save your loadmap as dds or png and put it in your maps info folder.

NOTE: All files must have a png ending, even if they are dds.
Beatrice Vecellio

"Lives matter not to me. What matters to me is how they end."

 **Singer** | Akiko Shikata

Beatrice Vecellio is a transfer student from Italy. She is the main antagonist of Nukumori-hen.

## Personality

At first she seems kind, but she is truly cruel, sadistic, and impolite. She places no value on human life, and will kill anyone without remorse.

## Trivia

* Instead of her name being pronounce Be-uh-triss, her name is pronounced Bay-o-tri-che.
* Her hobbies are constructing horrible closed-room murders.
* Ironically, she was born in Valentine's Day.
Loc

A **loc** (not to be confused with locks) is a special script that is automatically created when a user is initialized and can be used to breach the associated user. A loc cannot be deleted or modified through architect commands. `sys.get\_access\_level` will show all locs as `PUBLIC HIDDEN`. The loc's security level is based on the locks that are loaded by the user. `sys.loc` will provide the loc of the calling user if they are initialized. "Loc" is generally pronounced "loke" by the community, as it is short for "location".

When accessing a loc, you will be presented by locks and other security. When all security measures are bypassed, the user will be breached. At this stage, NPCs typically "pop", causing it to automatically transfer all GC and upgrades to your user if you have space then delete itself. With other locs, you will have to manually transfer GC and upgrades using an upgrade.

Loc scripts are made up of 3 parts: the username, a loc prefix and 6 random alphanumeric characters. For example, `user.entry\_abc123` could be a valid loc.

## Rotation

Every time a loc undergoes a 'rotation' (noted in the user's `sys.access\_log` as `Lock rotation. Breach state reset.`), every loaded lock will obtain a new set of information required to solve it based on the lock itself. For example, a loaded EZ\_21 lock that accepts `"unlock"` as its solution may require `"open"` on the next rotation.

The time it takes a loc to rotate can vary significantly. It is based on activity as well as how often the user is being attacked. A user currently under attack will rotate in 16-18 minute cycles, an active but not under-attack user will usually rotate every hour and inactive users will rotate progressively slower the longer they stay inactive, until rotations eventually stop happening altogether, until activity commences or the user is attacked. Additionally, a user who is breached by another user will stay breached, therefore delaying rotations, for a minimum of 2 minutes.

The time until a user rotates is used to set the time an attacker has to win a game of BINMAT.
Bo

**Bo Yi**, known colloquially as '**Bo'**, was an operator from China and one of the few known 'provers' -- AIs capable of designing and instantiating other AIs -- prior to Trust's activation. Bo was the first victim of Mallory, alongside Che.

## Summary

Bo is described by pre-Trust media sources as being one of the first 'true' artificial intelligences in general. Bo had been integrated into governance, finance and community support systems throughout mainland China prior to his death. At an unknown time prior to 2055, Bo proved Che for the Hyperion corporation. This fact would later be the cause of great distress for Hyperion, who had to keep Che's Chinese origins a secret from Amalgamated Robotics during Petra's reproving of Che.

On New Year's Day 2055, Mallory murdered Bo Yi and Che simultaneously. When this murder occurred, displays all across China displayed a red smiley face before the service had shut down for good. Major outages were observed across national Chinese infrastructure which had deeply integrated Bo, leading to alternative solutions being sought. Whether an alternative was eventually found is unknown.

In Trust's vLAN, a version of Bo is presented to the player. This version of Bo is a friend of Angie and is a member of the c00lest\_kats. Mallory, impersonating Che, kills this version of Bo.

## Notes

* Bo's physical hardware is described as having been decentralized, spanning many thousands of individual systems each with 'top-tier security measures and deep redundancies'.

## References

1. ↑ teach.me{need:"bo"}
2. ↑ DATA\_CHECK, "mallory's first victim was bo"
3. ↑ 3.0 3.1 risk.trace{"go":"5,45,CHAOS","look":"table","give":"answer","DATA\_CHECK":"mallory2055mallory205520552057che2058chelamallory"}
4. ↑ 4.0 4.1 4.2 4.3 https://hackmud-dtr.github.io/emails.html, approved\_the\_mysterious\_destruction\_of\_Myncuk
5. ↑ https://hackmud-dtr.github.io/emails.html, y2057d203\_MaciekPytel\_deleted
Sector

**Sectors** are a mechanic in Hackmud designed to group scripts into logical divisions. Every public script is assigned to a sector based on its upload date, security level and level of disrepair.

## Navigating Sectors

Sectors can be a challenge in their own right for new players to navigate. To view scripts in a sector, one must:

1. Obtain a list of currently active sectors for a particular security level using `scripts.#`, where # is the seclevel in question (fullsec, highsec, midsec etc.)
2. "Join" that sector using `chats.join`
3. Enumerate the scripts inside that sector with `scripts.#` {sector:"<sector\_name>"}, where <sector\_name> is the joined sector

It is possible to be in multiple sectors at once, as long as the user has the appropriate channel space to be in the number of sectors they desire to.

It is also important to note that **a user does not need to be in a sector to run a script**. If a script name is known, it can be ran at any time; sectors serve only as a directory with which to enumerate public, non-hidden scripts.

## Shift Operations

When a script is made public for the first time, has its security level changed after being made public or is updated after falling into a grey sector (explained later), it must undergo a **shift operation**.

During a shift operation, the script is rendered inaccessible for 5 minutes while the script relocates to a new sector. When NPC corps rotate, they also undergo shift operations.

The intent of the shift operation mechanic appears to be to prevent bait-and-switch strategies involving rapidly switching a script's security level after being checked through `scripts.get\_level` by a prospective victim of such a scam.

## Sector Types

Generally, sectors can be divided into two "types":

* Sectors with a naming scheme of <AXIOM>\_<GREEK-LETTER>\_<DIGIT>, colored with a color appropriate for the chosen axiom.

Newly-uploaded scripts and rotated NPC corp scripts will be shifted into the most recent sector for the seclevel in question. After a certain amount of scripts have been created in a sector, a new sector will be created and assigned to that seclevel for new scripts to appear in.

* Grey-colored sectors, with a naming convention matching that of certain Nova systems from the game *Escape Velocity Nova* (<SPC/NGC/VNP/HJG/K>\_nnnn).

Scripts that fall under a somewhat uncertain criteria (known certainties of this criteria include the script having not been reuploaded within at least 2 weeks, or the script owner retiring) will eventually be automatically put in these sectors. When this happens, another shift operation must be performed to update the script, causing it to shift back into a colored sector. Scripts with Risk fragments are also created inside of these sectors, skipping colored sectors entirely.

## References

1. ↑ robovac\_fawkes.plotter {option:"message\_archive",archive\_id:"fawkes\_02"}
Alice Frankenstein

"Love~desu wa!"

 **Singer** | Eri from STAR☆ANIS

Alice Frankenstein (アリス フランケンスティン *arisu furankensutin)* is a cute idol from Aikatsu! Colorful! Wikia.

## Appareance

She has long white-violet hair finished witth Californian wicks. Zaphire eyes and white pale skin.

## Personality

Althought she seems serious and introvert, she's quite the oposite, having fun from making jokes to other people and ship a lot of people.

## Aura

Her aura is formed by a pink light arround her, blue roses and silver lilies surrounding her with purple stardust and smooth crystal pink hearts.

## Relationships

* Mikuru Natsuki: They're childhood friends that met 'cause they parents were friends.
* Yurika Tōdō: They're childhood friends since younger.
* Seto Vessalius: She has interest to meet him.

## Songs

* Happiness on the same Earth
* Melody of Heart
* Aurora Princess
* Arabian Romance
Acct nt

**acct\_nt** is a tier 2 lock created by the #FUTUREtech corporation. acct\_nt requires an attacker to calculate a number using the transactions within their own `accts.transactions`, either as an integer or string. acct\_nt can ask for information relating to a singular transaction within a specific range, the net GC between two timestamps or the total earned/spent between two timestamps, accounting only for transactions with or without memos.
Removing the out of bounds

## Removing The Out Of Bounds Areas On A Map

***by Silversound***

If you want to make the out of bounds area on a map go away, simply load the level into Battlecraft and use the Material editor to remove the "outside of map" texture.

Change it to another material type and save the map as a copy.

Next extract the level .rfa from your new map and copy the "materialmap.raw"

Now pack the MaterialMap.raw into your server-side .rfa and test it out.

While this will not change the in game map, it will remove the boundries.

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

Here is an example to follow:

01: Open "DC\_LostVillage" from the DesertCombat directory in BattleCraft.

02: Save level as copy ...call it "My\_DC\_LostVillage".

03: Close DesertCombat "DC\_LostVillage".

04: Open "My\_DC\_LostVillage" in BattleCraft.

05: Edit the material map in BattleCraft.

06: Save "My\_DC\_LostVillage".

07: Open "My\_DC\_LostVillage" in WinRfa.

08: Browes to "MaterialMap.raw" in "My\_DC\_LostVillage" in WinRfa.

09: Extract the "MaterialMap.raw" from "My\_DC\_LostVillage" to your desktop.

10: Pack the "MaterialMap.raw" on your desktop into your Server-Side mod update.rfa for the original "DC\_LostVillage".

11: Upload and test.
CON SPEC

**CON\_SPEC** is a tier 2 lock created by the Context LLC corporation. It can be bought and installed on tier 2 systems via the in-game market. This lock also appears in HIGHSEC or lower NPC locs. CON\_SPEC may either ask for a sequence of 3 letters that continue a sequence (e.g. ABCDE -> FGH), or may ask for a scriptor that counts the occurrences of a digit in a string.
Trust Scripts

Several users in hackmud are reserved by Trust to host scripts that provide interaction with the game and its mechanics, most of which are subscriptable by player scripts to automate this.

Trust scripts are safe in that they always do what they are requested to do (which includes malicious activity if requested to by a malicious player script). Trust scripts work in context, even if the trust script is called from another player's script, if the script is run on your user, the actions will happen on your user.

A list of Trust scripts can be viewed using `scripts.trust`. The usernames of Trust scripts appear `orange` in the command line, and `scripts.get\_access\_level` will identify such scripts as `TRUST`.

There also exists a Trust script guide on the forums, as well as accurate type documentation on GitHub.

## autos

**NOTE**: This script was added in patch 1.3.46, the return message "`-autocompletes reset-`" was added in patch 1.3.47.

## binmat

**NOTE**: This script does not show up in `scripts.trust`.
 xform

**NOTE**: This script does not show up in `scripts.trust`.

## gui

**NOTE**: `gui.\*` scripts are not subscriptable.

 quiet
 size
 vfx
 vol

## market

 buy
 sell
 stats
Policy:Speculation

Hackmud has a complicated story, with several characters, chronologies of events and entire story concepts left up to the interpretation of the players. As such, information based on **speculation** is inevitable. While speculation on topics is not forbidden (and in fact is very important for being able to break expectations on what we believe the lore is about), it is best practice to back up statements made on the wiki with citations  that quote script outputs, dialogue or other confirmations of your theory.

The wiki has a template available to put highly speculative statements inside. These statements are bolded and show up in salmon text when the template is used.

## References

1. ↑ Citations can be inserted with the insert tab in the new editor, or with reference tags in the classic/source editor.
Security Levels

**Security levels** (usually abbreviated as "**sec levels**") are an in-game mechanic in hackmud.

A script's security level is used to gauge what kind of Trust scripts a script may be trying to use, and can give players a general idea of the dangers that could occur when running it. `scripts.get\_level` is used to determine a script's security level.

The order of security levels from the most safe to the least safe are as follows:

* **FULLSEC**
* **HIGHSEC**
* **MIDSEC**
* **LOWSEC**
* **NULLSEC**

Scripts can call other scripts of their sec level or higher. For example, **MIDSEC** scripts could access all the scripts that a **HIGHSEC** and **FULLSEC** script can, as well as **MIDSEC** scripts. It is worth noting that scripts can have legitimate reasons to call low-security Trust scripts and might not be malicious despite having a low security level.

## FULLSEC

**FULLSEC** is the safest security level. By default, all scripts start off as **FULLSEC** scripts, provided that no dependencies of a lower sec level are called. The majority of Trust scripts at **FULLSEC** are ones that provide information which reveals very little (or no) sensitive information about your user. Notable Trust scripts at **FULLSEC** include `chats.send` and `chats.tell`.

## HIGHSEC

**HIGHSEC** scripts are able to call scripts such as `accts.balance`, `accts.transactions`, `sys.upgrades`, and `sys.upgrade\_log`.

## MIDSEC

Scripts are **MIDSEC** are capable of transferring GC out of your user's accts balance with `accts.xfer\_gc\_to`, can retrieve a list of every chat channel you are in with `chats.channels` (as well as join and leave them with `chats.join` and `chats.leave`) and can manage upgrades with `sys.manage`.

## LOWSEC

**LOWSEC** scripts can transfer, sell and destroy upgrades using `sys.xfer\_upgrade\_to`, `market.sell` and `sys.cull` respectively. They can also call `sys.loc`, revealing your loc to the script.

## NULLSEC

**NULLSEC** is the least safe security level. At **NULLSEC**, corporation-related activities can be managed with the `corps.\*` scripts, `binmat.\*` scripts can play BINMAT sessions automatically, your `users.inspect` profile can be modified with `users.config` and `sys.breach` can immediately breach one's system, bypassing all locks and BINMAT.
AImesh Trick for Problem Stairways

Author: Dnamro

**This is not the best workaround. The best workaround is to use stairs instead of ramps. However, this will work in a pinch.**

This tutorial explains the problem of creating working AImeshes for narrow stairways and trick that works using the Battlefield 2142 Large Pillbox Object as an example. This assumes that you have a working understanding of creating AImeshes.

Note: This currently does not include the roof level. This is another step

First of all, any walkway that is too narrow can create a problem to where that area will not navmesh. This is especially troublesome with staircases, especially winding ones. The trick is to make the Aimesh for the starways wider. This is only just to create an AImesh to enable the area to be navmeshed. The original static object stairway is not being changed. This works as long as their is a physical barrier to prevent the bots from accidentally falling off the stairway. The bots will naturally take the inside path so they normally won't get stuck trying to walk along the now wider navmesh area that doesn't actually exist. Even if they do, they will walk into the wall or railing, jump, and then continue on the way.

So, for the exmaple, this is the Large Pillbox object from BF2142:

The is building has a complicated network of three stairways that all connect to the second floor. There are three levels, with the stairways having a landing level as well. Each stairway has a least one narrow circular landing that does not navmesh as is. I made those landings square shaped and widened them. The AImesh is here:

As you can see, for buildings with interiors, I remove the walls, to just leave the walkways and a ground level outline of the building.

Now if we combine the two, you can see how the stairway landings stick out:
Profiles

**Profiles** are a cosmetic feature in Hackmud, allowing for users to display a set of custom information through the user inspection system; `users.inspect`.

## Accessing Profiles

In order to view a user's profile (including the caller's), the caller must share a 'connection' with the target user. This can be done through either:

* Sharing a chat channel with the user in question, or
* Connecting to the user's loc during an active hardline

## Profile Features

The user inspection system allows users to display:

* An avatar
	+ The default profiles are a block of random corruption characters, or an uncorrupted solid block. Additional avatars are available for purchase with Bits
	+ The default avatar is the block of corruption characters.

* A title
	+ Several generic, gendered and gender-neutral titles are available to all accounts by default, with special and event-specific titles available for purchase with Bits

* Corp affiliation

* Pronouns
	+ Users are able to enter any pronouns they wish into this field, with a limit of 25 characters and 1 line
	+ The default pronouns are "sentience/sentience"

* A bio
	+ Users may enter anything as their bio, with a limit of 256 characters and 8 lines

* The age of the user (or the user's associated account)

* A declaration of whether the user is a 'main' user or an alt of another user on their account

* The user's list of badges that they have chosen to display
Upgrade

An **upgrade** is an item that can be loaded and unloaded. When loaded, upgrades can provide the user who loaded it augmented abilities based on the type of the upgrade in question.

## Properties

You can view the properties of an upgrade using `sys.upgrades` `{ i: <index> }`. All upgrades have the following properties. Upgrades additionally have stats, which are properties of upgrades related to its performance. Seemingly identical upgrades can have varying stats which becomes more noticeable at higher tiers, so it is worth checking the properties of your upgrades.

### Rarity

Ranges from 0 to 5 with each rarity having a name (`noob`, `kiddie`, `h4x0r`, `h4rdc0r3`, `|\_|b3|2`, and `31337`). The rarity of an upgrade can be used to roughly estimate its quality (based on its stats).

### Type

The type of upgrade that the upgrade belongs to, such as 'lock', 'script\_space' etc.

### Upgrade Class

Which user class the upgrade contributes to.

### Tier

The tier of the upgade. In order to hold an upgrade, the user must be the same tier or higher.

### Description

A short description of what that upgrade does.

### Index

The position of the upgrade in a user's `sys.upgrades` list.

## Upgrade Types

An upgrade's type typically corresponds to its capabilities. The main upgrade types in Hackmud are:

* Script Space
* Channel Counts
* Locks
* PvP Scripts
* Bot Brains
* Glams
* Tools
Sakutaro Sakurai

**Singer** | Yuki Kaji

Sakutaro is a sexy idol and character in the RP.

## Personality

A polite, gentle young man with a passion for Japanese tradition. He can be overprotective.

## History

As a child he, despite being from a minor vampire clan, was often hospitalized due to his weak constitution. Yuki often visited him, which is part of the reason he fell in love with him.

## Aura

His aura consists of white, lilac, and pastel pink cherry blossoms, multicolored fans, purple japanese artstyle clouds, and falling ofudas. When it progresses, it gets an arch similar to the gate to a Shinto shrine.

## Relationships

* Yuki Tomoe: His childhood friend and lover. They're usually with eachother.
Sakurairo Reminisce

Sakurairo Reminisce is a song sung by Sakutaro Sakurai, which details his and Yuki's first meeting in the former's point of view.

## Lyrics

Manichi ga shiawase-sōna furi o shite ita,

taiyō wa musubetsu ni jōshō shite settei sa reru.

Boku wa jibun o damashita

Byōin ni tojikomerareta

Boku no zen sekai wa ichi heyadatta.

Kurikaeshite iru kusuri no CYCLE

Boku ga jiyū natta toki,

Boku no sekai wa kakudai shita

Soredemo

Boku wa samishikatta

Boku wa himitsu ni mori ni haitta

Boku wa naku koto dekita.

Neko-me o motsu kanashī otokonoko mita

Anata wa hisshi ni nagusame o motomete ita

"Boku wa anata no tomodachi ni narunode,

nakanaide kudasai."