This adds a host of new things you can do with your maps.
MAPPERS: EITHER USE MAPPING EXTENSIONS OR NOODLE EXTENSIONS, DO NOT USE BOTH AT THE SAME TIME. Noodle Extensions is meant to completely replace Mapping Extensions, as they both do the same thing (but Noodle Extensions does it better and will actually overwrite Mapping Extensions). Having both requirements will limit the users who can play your map for no reason.
NOODLE EXTENSIONS WILL NOT READ MAPS THAT USE MAPPING EXTENSIONS. YOU HAVE TO INSTALL MAPPING EXTENSIONS FOR THOSE. (You can have both of the mods installed at once)
If you use any of these features, you MUST add "Noodle Extensions" as a requirement for your map for them to function, you can go Here to see how adding requirements to the info.dat works
All of these cool features are done through CustomJSONData, from the "_customData" field
Example of _customData:
"_notes":[
{
"_time":8.0,
"_lineIndex":2,
"_lineLayer":0,
"_type":1,
"_cutDirection":1,
"_customData":{
"foo":3,
"bar":"Hello, BSMG!"
}
},
"_notes"
->"_customData"
"_position"
:[x, y]
(float) Should be self explanatory. Will override_lineIndex
and_lineLayer
NOTE: All positions are based off Beatwalls system."_rotation"
: (float) Think the360Degree
Characteristic but as a float and not limited to that characteristic. 0 will always be the initial position the player is facing at the beginning of the song"_cutDirection"
: (float) Rotate notes 360 degrees with as much precision as you want (0 is down). Will override_cutDirection
."_flip"
:[flip line index, flip jump]
(float) Flip notes from an initial spawn position to its true position. PREVIEW Flip line index is the initialx
the note will spawn at and flip jump is how high (or low) the note will jump up (or down) when flipping to its true position.
"_obstacles"
->"_customData"
"_position"
:[x, y]
(float) Should be self explanatory. Will override_lineIndex
and_lineLayer
***NOTE: All positions are based off Beatwalls system."_scale"
:[w, h]
(float) Width and height of the wall. A_scale
of[1, 1]
will be perfectly square."_rotation"
: (float) Think the360Degree
Characteristic but as a float and not limited to that characteristic. 0 will always be the initial position the player is facing at the beginning of the song"_localRotation"
:[x, y, z]
(float) Allows you to rotate the wall. This won't affect the direction it spawns from or the path it takes.
"_events"
->"_customData"
- ONLY APPLYS TO EVENTS 14 AND 15 (360 rotation events)
"_rotation"
: (float) Rotate by this amount. Just like normal rotation events value, but you know, as a float and not whatever dumb stuff Beat Games is doing.