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LIO Editor

Level Editor Guide by Revenant

Introduction

The Lio file, short for “Level Interactive Objects” is essential in the map making process for Infantry and Cosmic Rift. Without a Lio file, the level you’ve invested so much time and effort in is useless. This file will specify doors, warps, portals, flags, text and sounds. Welcome to the Lio Editor.

It’s recommend that you place the editor in the same folder your map editor is already located (this folder should have the same Blob files your using for the level editor). Double-Click the Icon to start the program. Right away, you’ll notice some options on the left hand side of the screen they are:

Doors
Flags
Hides
Nested
Parallax
Portals
Sounds
Switches
Text
Warp fields

Most, if not all of these fields will eventually be used in the map making process. To begin, select the “Lio” you want to create, use the drop-down and add the field of choice. It’s important to note that you must initially set the current Blob directory before you begin adding fields. All Blob files (extension .blo) can be found in the default Infantry/Cosmic Rift directory. If you don’t set the directory, you won’t be able to select any of the art assets or sounds. To set the current Blob directory, click the “Edit” drop-down and select “Change Current Blob Directory”.

If you’re unfamiliar with how a lio is supposed to be structured, feel free to load one from your favorite zone already on the server, you can always bring up two instances of the editor; one containing a finished lio and the other, your new one.

* Please note that most of what is in this guide can be found in the Lio tool itself. The purpose of this document is to provide an easy reference to you, so you can limit the amount of back-and-forth clicking between options.

Doors

Doors are the lio function that implements doors into a level either activated by a switch, timing or by players being in the area.
To add a Door, Click the Lio drop-down and select “Add Door”. Beginning on the General tab from left to right:

-General-

Lio ID Number: The number of this interactive object
Lio Name: The name of this interactive object
Use Relative ID: The relative ID of object to get x/y coordinates from
X Coordinate: Pixel location (left to right)
Y Coordinate: Pixel location (up and down)
Width: Distance from x pixels defining region
Height: Distance from y pixels defining region
Hunt Frequency: Frequency of relative Id to hunt for in determining this lio’s location
Visually Edit Coordinates: When clicked on, a prompt will appear asking you to select the .lvl in question. A new window will appear with a red bullseye in the top left hand corner. Hover this object over the area of the map you want and close the window. Your X and Y Coordinate fields will now be filled with the coordinates in question. *Windows color quality must be set to 16bit medium in order for this option to work*
Select Graphic: The Horizontal / Top graphic for the door
Blob Name: Selects the name of the graphics dll you want to use. This list is generated from the names of the graphic blob files in your directory
Id: The Id of the graphic you want to use. This list is generated from the currently selected dll file. Only Id’s that are found in that file are listed here
Light Permutation: Light color and intensity
Palette Offset: The use of negative numbers mean special effects for the selected graphic
Animation Time: Animation time in ticks. (Not used for all graphics) (0 = use cfs specified value)
CFS Animation Time: if the Animation Time field is left at 0, this field automatically set with the appropriate time in ticks
Hue: Set the hue shift for this object (0-100)
Saturation: Set the saturation shift for this object (0-100)
Value: Set the value shift for this object (0-100)

-Door-

Physics Tile X: Relative X location of the physics rectangle associated with the door. (Usualy -1)
Physics Tile Y: Relative Y location of the physics rectangle associated with the door. (Usualy -2)
Physics Width: Width of the physics rectangle associated with the door
Physics Height: Height of the physics rectangle associated with the door
Link Id: Selects the door that this door follows for opening / closing. ( 0 = none or on my own)
Open Odds: Odds of opening percentage
Initial State: Initial door state: 0 = closed, 1 = open
Inverse State: Whether to invert the state of this doors switch-commands, meaning when told to open by a switch it closes: 0 = no, 1 = yes

-Sounds-

Select Sound: The sound played while the door is opening (sound is non-looping)
Blob Name: Selects the name of the sound dll you want to use. This list is generated from the names of the sound blob files in your directory
Id: The Id of the sound you want to use. This list is generated from the currently selected dll file. Only Id’s that are found in that file are listed here
Simultaneous: The number of times the sound can play simultaneously
Play Sound: Plays selected sound Id

Flags

Flags are used to setup objectives that are either static or can be carried and can have specific properties to the user.

To add Flags, Click the Lio drop-down and select “Add Flags”. Beginning on the General tab from left to right:

-General-

Lio ID Number: The number of this interactive object
Lio Name: The name of this interactive object
Use Relative ID: The relative ID of object to get x/y coordinates from
X Coordinate: Pixel location (left to right)
Y Coordinate: Pixel location (up and down)
Width: Distance from x pixels defining region
Height: Distance from y pixels defining region
Hunt Frequency: Frequency of relative Id to hunt for in determining this lio’s location
Visually Edit Coordinates: When clicked on, a prompt will appear asking you to select the .lvl in question. A new window will appear with a red bullseye in the top left hand corner. Hover this object over the area of the map you want and close the window. Your X and Y Coordinate fields will now be filled with the coordinates in question. *Windows color quality must be set to 16bit medium in order for this option to work*
Select Graphic: Graphic associated with Flag
Blob Name: Selects the name of the graphics dll you want to use. This list is generated from the names of the graphic blob files in your directory
Id: The Id of the graphic you want to use. This list is generated from the currently selected dll file. Only Id’s that are found in that file are listed here
Light Permutation: Light color and intensity
Palette Offset: The use of negative numbers mean special effects for the selected graphic
Animation Time: Animation time in ticks. (Not used for all graphics) (0 = use cfs specified value)
CFS Animation Time: if the Animation Time field is left at 0, this field automatically set with the appropriate time in ticks
Hue: Set the hue shift for this object (0-100)
Saturation: Set the saturation shift for this object (0-100)
Value: Set the value shift for this object (0-100)

Flags -1

Pickup Delay: Amount of time after flag is dropped or changes ownership before it can be picked up / change ownership again
Odds of Appearing: Percent odds of appearing for any given time (1000=Always, 0=Never)
Min. Player Count: Minimum number of players in game for this flag to appear (Flags only appear at the start of the game)
Max Player Count: Maximum number of players in game for this flag to appear (Flags only appear at the start of the game)
Flag Carriable?: Whether the flag can be carried or not
Drop Radius: Distance from drop-point that drop flags can spread
Drop Delay: Time before flag is dropped by carrier (0=never)
Flag Owned when Carried: 0=No, 1=Yes
Transfer Mode: 0= Kill transfers no friendly. 1= Kill transfer friendly, 2= No kill transfers, (flag is dropped on death)
Flag Graphic Row: What rows on the flag graphic represent. (0=Friendly/Enemy, 1=Frequency based)
Drop Delay Reset: Size of kill needed (in points) to reset drop delay. (0=Any kills (including friendlies), big number = no kill)
Flag Owned when: 0=No, 1=Yes
Turret Group Id: Id of the turret group to switch the same frequency as this flag (0=none)
Flag Relative Id: Relative Id of this flag object. For using in relative Id Lio linking

Periodic Rewards:

Points - Points to give to team that owns this flag

Experience - Experience to give to team that owns this flag

Cash - Cash to give to team that owns this flag

Player Flag Visibility:

Friendly - When a friendly flag can be seen

Enemy - When an enemy flag can be seen

Unowned - When an unowned flag can be seen

Spectator Flag Visibility:

Owned - What flags a spectator can see owned flags

Unowned - What flags a spectator can see unowned flags

Skill Logic: Skill logic required to pickup / change-ownership of flag.

Flag - 2

- Flag owner specials -
Radius: Radius of influence for the flag special effects (-1 = carrier only)
Heal Rate: Amount of healing a flag provides to the flag owner
Energy Rate: Amount of energy a flag provides to the flag owner
Repair Rate: Amount of repair a flag provides to the flag owner
Shield Percent: Amount of shielding damage a flag provides to flag owner

- Non flag owner specials -
Radius: Radius of influence for the flag enemy special effects
Heal Rate: Amount of healing a flag provides to non-flag-owner
Energy Rate: Amount of energy a flag provides to non-flag-owner
Repair Rate: Amount of repair a flag provides to non-flag-owner
Shield Percent: Amount of shielding damage a flag provides to flag non-owner

-Flag line of site settings-
Friendly: Whether you have to be in line of sight to see friendly flags. (0 =no, 1 = yes)
Enemy: Whether you have to be in line of sight to see enemy flags. (0 =no, 1 = yes)
Unowned: Whether you have to be in line of sight to see unowned flags. (0 =no, 1 = yes)

-Flag Terrain Settings-
Terrain 0-15: Whether the flag will drop on this terrain type (0 = no, 1 = yes)

-Sounds-

Select Sound: Sound played when flag is hit
Blob Name: Selects the name of the sound dll you want to use. This list is generated from the names of the sound blob files in your directory
Id: The Id of the sound you want to use. This list is generated from the currently selected dll file. Only Id’s that are found in that file are listed here
Simultaneous: The number of times the sound can play simultaneously
Play Sound: Plays selected sound Id

Hides

Ever noticed how key items placed or spawned on the map? Well, these are Hides. Hides are used to place vehicles and items onto the map. In essence, they control spawn items, vehicles and environments.

To add Hides, Click the Lio drop-down and select “Add Hides”. Starting from left to right:

-General-

Lio ID Number: The number of this interactive object
Lio Name: The name of this interactive object
Use Relative ID: The relative ID of object to get x/y coordinates from
X Coordinate: Pixel location (left to right)
Y Coordinate: Pixel location (up and down)
Width: Distance from x pixels defining region
Height: Distance from y pixels defining region
Hunt Frequency: Frequency of relative Id to hunt for in determining this lio’s location
Visually Edit Coordinates: When clicked on, a prompt will appear asking you to select the .lvl in question. A new window will appear with a red bullseye in the top left hand corner. Hover this object over the area of the map you want and close the window. Your X and Y Coordinate fields will now be filled with the coordinates in question. *Windows color quality must be set to 16bit medium in order for this option to work*

At this point the editor will ask you to select a vehicle file (.veh), preferably from the same zone type your level and lio are associated with. If you’re unsure, select the closest on possible.

-Hide-

Initial Count: Number of times to execute an entry startup
Attempt Delay: Count: How often the entry is checked (in ticks)
Succeed Delay: How long after the recorded successfully executes before it tries again
Probability: Odds of executing (0=Never, except initial, 1=Every time)
Min. Players: Minimum players in arena for entry to be active
Max. Players: Maximum players in arena for entry to be active
Min. Player distance: In pixels (ensures player is not in area)
Max. Player Distance: In pixels (ensures players in area, default =9999
Max. Type in Arena: -1 = unlimited
Max. Type in Level: -1 = unlimited
Hide Relative Id: Relative Id that is to be assigned to this object when it is hidden
Assign Frequency: Frequency that is assigned to this item from hiding.
Hide Id: Select the item or Vehicle Id you wish to hide
Hide Quantity: For hiding of inventory items only, this represents the quantity hidden
Hide Turret Group: For inventory items, this has no meaning - For computer turret vehicles
Rts State Number: Which RTS state number to trigger when this item is picked up (for prizes) or killed (for vehicle / turrets). (Note: the state number is set for the team that accomplishes the task) (-1= Not used, otherwise 0 through 7)
Turret Switched Frequency: The frequency the turret will assume when in its switched state (-2=frequency of player triggering switch, -1=fire at nobody, 9999=fire at everybody) (note: when un-switched, it is set to Assign Frequency)
Turret Inverse State: Whether the turret should do the opposite of what the switch is telling it to do (so when the switch is flipped on, turret goes off. This would be for if the switch was a turret-inhibitor switch for example)
Clump Radius: Radius in which to drop a clump of this item (if this is 0. all items drop in the exact same point, so there would be little meaning to clumpQuantity)
Clump Quantity: Number of independent prizes of this type to drop within the clump radius
Hide Announce: Popup message to display when this lio is used to hide something

Nested

The nested lio allows you to include another lio file inside your file. So for example, one could have a map that had a lio file that defined all the doors. Then you could create another lio file that included the previous lio files (as nested) such that it got the doors, and then added some lio functions of its own. This option allows you to create two different zones that share a map and the common lio functionalities.

To add a Nested, Click the Lio drop-down and select “Add Nested”. Starting from left to right

-Nested-

LioID#: The id number of this level interactive object
Name: The name of this level interactive object. This is for your info only; it is not displayed anywhere else. Keep it shorter than 18 characters if possible.
Nested Lio File Name: Allows you to select a Lio file (Field will populate when you select a specific lio file)

Parallax

*This was supposed to represent the Parallaxing effect you’ve seen in both games, you get the idea.

Parallax objects are simply visual effects used in Cosmic Rift zones such as floating planets in the background. These objects don’t scroll as fast as the wall-objects in the foreground to give the illusion that they are further away. This effect is known as “parallaxing”

* To add a Parallax, Click the Lio drop-down and select “Add Parallax”. Starting from left to right

-General-

Lio ID Number: The number of this interactive object
Lio Name: The name of this interactive object
Use Relative ID: The relative ID of object to get x/y coordinates from
X Coordinate: Pixel location (left to right)
Y Coordinate: Pixel location (up and down)
Width: Distance from x pixels defining region
Height: Distance from y pixels defining region
Hunt Frequency: Frequency of relative Id to hunt for in determining this lio’s location
Visually Edit Coordinates: When clicked on, a prompt will appear asking you to select the .lvl in question. A new window will appear with a red bullseye in the top left hand corner. Hover this object over the area of the map you want and close the window. Your X and Y Coordinate fields will now be filled with the coordinates in question. *Windows color quality must be set to 16bit medium in order for this option to work*
Select Graphic: Graphic associated with parallax
Blob Name: Selects the name of the graphics dll you want to use. This list is generated from the names of the graphic blob files in your directory
Id: The Id of the graphic you want to use. This list is generated from the currently selected dll file. Only Id’s that are found in that file are listed here
Light Permutation: Light color and intensity
Palette Offset: The use of negative numbers mean special effects for the selected graphic
Animation Time: Animation time in ticks. (Not used for all graphics) (0 = use cfs specified value)
CFS Animation Time: if the Animation Time field is left at 0, this field automatically set with the appropriate time in ticks
Hue: Set the hue shift for this object (0-100)
Saturation: Set the saturation shift for this object (0-100)
Value: Set the value shift for this object (0-100)

Sounds

The sounds option is only used for ambient noises for your map. This option is used to describe the terrain or portion of the map the player is on.

To add Sounds, Click the Lio drop-down and select “Add Sounds”. Starting from left to right:
-General-

Lio ID Number: The number of this interactive object.
Lio Name: The name of this interactive object.
Use Relative ID:The relative ID of object to get x/y coordinates from.
X Coordinate: Pixel location (left to right).
Y Coordinate:Pixel location (up and down).
Width:Distance from x pixels defining region.
Height: Distance from y pixels defining region.
Hunt Frequency:Frequency of relative Id to hunt for in determining this lio’s location.
VisuallyEdit Coordinates: When clicked on, a prompt will appear asking you to select the .lvl in question. A new window will appear with a red bullseye in the top left hand corner. Hover this object over the area of the map you want and close the window. Your X and Y Coordinate fields will now be filled with the coordinates in question.
*Windows color quality must be set to 16bit medium in order for this option to work*
Select Graphic: Graphic to be displayed during sound play
Blob Name: Selects the name of the graphics dll you want to use. This list is generated from the names of the graphic blob files in your directory.
Id: The Id of the graphic you want to use. This list is generated from the currently selected dll file. Only Id’s that are found in that file are listed here.
Light Permutation:Light color and intensity.
Palette Offset: The use of negative numbers mean special effects for the selected graphic.
Animation Time: Animation time in ticks. (Not used for all graphics) (0 = use cfs specified value)
CFS Animation Time:if the Animation Time field is left at 0, this field automatically set with the appropriate time in ticks
Hue:Set the hue shift for this object (0-100)
Saturation:Set the saturation shift for this object (0-100)
Value: Set the value shift for this object (0-100) (0-100)

-Sound-

Frequency: Frequency required to hear this sound effect. (-1 = anybody)
Play Odds: For random-sounds, odds of sound playing. (1000 = every time, 0 = never)
Sound Volume:How loud the sound is played. (1 = play spacially in 3D, 0 = full loudness, negative = volume levels)
Inactive Frame: Which frame of the graphic to display when its not triggered. ( -1 = no display)
Trigger Delay:Amount of time after triggering before it will trigger again. ( -1 = looping sound, ignores Play Odds.)
Trigger on Entry: Whether this lio item only triggers on entry into the region ( 0 = no, continues triggering, 1= yes)
Min player count: Minimum players required for this to qualify
Max player count: Maximum players required for this to qualify

-Sounds-

Select Sound: The Sound that is to be played
Blob Name: Selects the name of the sound dll you want to use. This list is generated from the names of the sound blob files in your directory
Id: The Id of the sound you want to use. This list is generated from the currently selected dll file. Only Id’s that are found in that file are listed here
Simultaneous: The number of times the sound can play simultaneously
Play Sound:Plays selected sound Id

Text

Text is for map text. Any text inserted will appear on the top left hand corner of the map. This works in the same way sounds do. This option is used to describe the terrain or portion of the map the player is on.

To add Text, Click the Lio drop-down and select “Add Text”. Starting from left to right

-General-

Lio ID Number: The number of this interactive object
Lio Name: The name of this interactive object
Use Relative ID: The relative ID of object to get x/y coordinates from
X Coordinate: Pixel location (left to right)
Y Coordinate: Pixel location (up and down)
Width: Distance from x pixels defining region
Height: Distance from y pixels defining region
Hunt Frequency: Frequency of relative Id to hunt for in determining this lio’s location
VisuallyEdit Coordinates: When clicked on, a prompt will appear asking you to select the .lvl in question. A new window will appear with a red bullseye in the top left hand corner. Hover this object over the area of the map you want and close the window. Your X and Y Coordinate fields will now be filled with the coordinates in question. *Windows color quality must be set to 16bit medium in order for this option to work*

-Text-

Font Color: Select the color of the font to be used
Frequency: The frequency required to see this text (- 1 = anybody)
Message: The text message to be displayed. (256 characters max)

Switches

Switches are coupled with Doors. They are there to specify which doors are controllable by the switch, and are what is used to doors on most maps.

To add Switches, Click the Lio drop-down and select “Add Switches”. Starting from left to right:

-General-

Lio ID Number: The number of this interactive object
Lio Name: The name of this interactive object
Use Relative ID: The relative ID of object to get x/y coordinates from
X Coordinate: Pixel location (left to right)
Y Coordinate: Pixel location (up and down)
Width: Distance from x pixels defining region
Height: Distance from y pixels defining region
Hunt Frequency: Frequency of relative Id to hunt for in determining this lio’s location
Visually Edit Coordinates: When clicked on, a prompt will appear asking you to select the .lvl in question. A new window will appear with a red bullseye in the top left hand corner. Hover this object over the area of the map you want and close the window. Your X and Y Coordinate fields will now be filled with the coordinates in question. *Windows color quality must be set to 16bit medium in order for this option to work*
Select Graphic: Graphic associate with a switch (row 0 = normal 1(if exists) = unusable stable)
Blob Name: Selects the name of the graphics dll you want to use. This list is generated from the names of the graphic blob files in your directory
Id: The Id of the graphic you want to use. This list is generated from the currently selected dll file. Only Id’s that are found in that file are listed here
Light Permutation: Light color and intensity
Palette Offset: The use of negative numbers mean special effects for the selected graphic
Animation Time: Animation time in ticks. (Not used for all graphics) (0 = use cfs specified value)
CFS Animation Time: if the Animation Time field is left at 0, this field automatically set with the appropriate time in ticks
Hue: Set the hue shift for this object (0-100)
Saturation: Set the saturation shift for this object (0-100)
Value: Set the value shift for this object (0-100)

At this point the editor will ask you to select an item file (.itm), preferably the item set of the same zone type your level and lio are associated with. If you’re unsure, select the closest on possible.

-Switch-

Switch Delay: How long after the switch is changed before it can be changed again
Use Ammo Id: Select the Ammo Id of inventory item we are required to have in order to use this switch. (0 = none)
Use Ammo Amount: Amount of Ammo used per use. ( 0 = none used, ammo presence is just a requirement)
Auto Close Delay: Amount of time after it is triggered that it auto closes (or turns off turret, turret will resume to its initial state of firing at nobody or firing at everybody as appropriate. Note, it auto close is non-zero, explicit closing disabled).
Use Energy Amount: Amount of energy required to operate switch
Frequency: Frequency required to operate this switch ( -1 = anybody)
Ammo Overrides Logic: Whether having Ammo causes Logic to be ignored (0 = no, 1 = yes)
Ammo Overrides Frequency: Whether having Ammo causes Frequency to be ignored (0 = no, 1 = yes)
Frequency Overrides Ammo: Whether having Frequency causes Ammo to be ignored (0 = no, 1 = yes)
Frequency Overrides Logic: Whether having Frequency causes Logic to be ignored (0 = no, 1 = yes)
Logic Overrides Ammo: Whether having Logic causes Ammo to be ignored (0 = no, 1 = yes)
Logic Overrides Frequency: Whether having Logic causes Frequency to be ignored (0 = no, 1 = yes)
Skill Logic string: Skill logic required to operate this switch
Switch: How the triggered Id will be interpreted. Door = trigger Id will represent door’s lio Id’s. Turret = trigger Id will represent turret group Id’s (as assigned to the turret by the “HideLio” object that created it, player created turrets have no group Id)
All Switchable Lio’s from current file: Select Lio’s on this list then press “Add” to add them to the current list of Lio’s that this switch will trigger
Current Lio’s this switch operates: This is the current list of Lio’s that will be triggered by the current switch. You are allowed to trigger up to 16 items

-Sounds-

Select Sound: The Sound played when the switch is hit
Blob Name: Selects the name of the sound dll you want to use. This list is generated from the names of the sound blob files in your directory.
Id: The Id of the sound you want to use. This list is generated from the currently selected dll file. Only Id’s that are found in that file are listed here.
Simultaneous: The number of times the sound can play simultaneously.
Play Sound: Plays selected sound Id.

Warp

The Warp point is where a player will emerge after entering a portal. The Warp Lio is used in conjunction with Portals. Note: Portals and Warps can be connected via the Destination Warp Group.

To add a Warp, Click the Lio drop-down and select “Add Warp”. Starting from left to right

-General-

Lio ID Number: The number of this interactive object
Lio Name: The name of this interactive object
Use Relative ID: The relative ID of object to get x/y coordinates from
X Coordinate: Pixel location (will usually be snapped to the tiles though)
Y Coordinate: Pixel location (will usually be snapped to the tiles though)
Width: Distance from x pixels defining region
Height: Distance from y pixels defining region
Hunt Frequency: Frequency of relative Id to hunt for in determining this lio’s location
Visually Edit Coordinates: When clicked on, a prompt will appear asking you to select the .lvl in question. A new window will appear with a red bullseye in the top left hand corner. Hover this object over the area of the map you want and close the window. Your X and Y Coordinate fields will now be filled with the coordinates in question. *Windows color quality must be set to 16bit medium in order for this option to work*

-Warp-

Min. Player Count: Minimum players required for this warp point to qualify
Max Player Count: Maximum players required for this warp point to qualify
Min. Players in Area: Minimum players required in specified area for this warp to qualify
Max Players in Area: Maximum players required in specified area for this warp to qualify
Warp Group: A number specifying which warp group is this Lio a member of. Warp groups are referred by Warp items as destination targets. (0 = default group, used by game initiated warps such as entry and death warps.)
Warp Mode Parameter: Warp Mode Parameter has no meaning
Warp Mode: Anybody qualifies for this warp-point; Warp Mode Parameter has no meaning
Skill Logic: Skill Logic is if you want to only allow a certain type of class to spawn at that warp. If you set it to just Infantry, only the “Infantry” class could enter. (Note, you have to actually set the # in the .rpg file, not the name of the class.) Edit Skill Logic is an easier way to do all of this, unless you know the boolean expressions you need to use offhand

Portal

Portals are the lio function used to transport the user to a warp point. Note: Portals and warps can be connected via the Destination Warp Group.
To add a Portal, Click the Lio drop-down and select “Add Portal”. Starting from left to right:

-General-

Lio ID Number: The number of this interactive object.
Lio Name:The name of this interactive object.
Use Relative ID: The relative ID of object to get x/y coordinates from.
X Coordinate:Pixel location (left to right).
Y Coordinate: Pixel location (up and down).
Width: Distance from x pixels defining region.
Height: Distance from y pixels defining region.
Hunt Frequency:Frequency of relative Id to hunt for in determining this lio’s location.
Visually Edit Coordinates: When clicked on, a prompt will appear asking you to select the .lvl in question. A new window will appear with a red bullseye in the top left hand corner. Hover this object over the area of the map you want and close the window. Your X and Y Coordinate fields will now be filled with the coordinates in question.
*Windows color quality must be set to 16bit medium in order for this option to work*
Select Graphic: Graphics associated with Portal.
Blob Name:Selects the name of the graphics dll you want to use. This list is generated from the names of the graphic blob files in your directory.
Id: The Id of the graphic you want to use. This list is generated from the currently selected dll file. Only Id’s that are found in that file are listed here.
Light Permutation: Light color and intensity.
Palette Offset: The use of negative numbers mean special effects for the selected graphic.
Animation Time: Animation time in ticks. (Not used for all graphics) (0 = use cfs specified value)
CFS Animation Time: if the Animation Time field is left at 0, this field automatically set with the appropriate time in ticks
Hue: Set the hue shift for this object (0-100)
Saturation: Set the saturation shift for this object (0-100)
Value: Set the value shift for this object (0-100)

-Portal-

Frequency: Frequency required to enter this portal (-1 = anybody)
Damage Ignore Time: How long after going through this portal, the vehicle will ignore damage (0 = no grace period)
Reuse Delay: How long after using portal before it can be used again. (in seconds)
Destination Warp Group:The destination warp group of this portal.
Gravity: 0 = no gravity, otherwise gravitational strength. (Negative numbers for repulse effect)
Portal Skill Logic String: Logic required to enter this portal.

-Sounds-

Select Sound: The Sound played when portal is entered.
Blob Name: Selects the name of the sound dll you want to use. This list is generated from the names of the sound blob files in your directory.
Id:The Id of the sound you want to use. This list is generated from the currently selected dll file. Only Id’s that are found in that file are listed here.
Simultaneous:The number of times the sound can play simultaneously.
Play Sound: Plays selected sound Id.

Saving and Submission details

You can save your lio by selecting File>Save or Save As. This file will be saved in the same location your lio editor is in.

Lastly, given the nature of the lio file and how it works in conjunction with the .lvl file, unless you’re already experienced with the program, you won’t really know if your edits work until the file is submitted on the server.

Converted for use on InfantryZones.com by Symbolite

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