From 1bd9982124d8d19f5647eeaa85999420add398fc Mon Sep 17 00:00:00 2001 From: driAn Date: Sat, 11 Oct 2008 19:20:15 +0000 Subject: [PATCH] updated docs.cfg git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2950 e016b1c5-ed68-44aa-a2f7-31cac88cffde --- config/docs.cfg | 5331 ++++++++++++++++++++++++++--------------------- 1 file changed, 2982 insertions(+), 2349 deletions(-) diff --git a/config/docs.cfg b/config/docs.cfg index cc3c2c39..11d435b3 100644 --- a/config/docs.cfg +++ b/config/docs.cfg @@ -1,2349 +1,2982 @@ -// auto generated script to make the doc reference readable for Cube games, see the 'docs/cuberef.txt' - -docsection [CubeScript] - - - -docident [<] [Determines if a value is smaller than a second value.]; - -docargument [A] [the first value] [] [0]; - -docargument [B] [the second value] [] [0]; - - - -docident [=] [Determines if two values are equal.]; - -docargument [A] [first value] [] [0]; - -docargument [B] [second value] [] [0]; - - - -docident [>] [Determines if a value is bigger than a second value.]; - -docargument [A] [the first value] [] [0]; - -docargument [B] [the second value] [] [0]; - - - -docident [-] [Performs a subtraction.]; - -docargument [A] [the minuend] [] [0]; - -docargument [B] [the subtrahend] [] [0]; - - - -docident [!=] [Determines if two values are not equal.]; - -docargument [A] [first value] [] [0]; - -docargument [B] [second value] [] [0]; - - - -docident [*] [Performs a multiplication.]; - -docargument [A] [the multiplicand] [] [0]; - -docargument [B] [the multiplier] [] [0]; - - - -docident [+] [Performs an addition.]; - -docargument [A] [the first summand] [] [0]; - -docargument [B] [the second summand] [] [0]; - -docremark [Example: echo the sum of x and y is (+ $x $y)]; - - - -docident [at] [Grabs a word out of a string.]; - -docargument [S] [the string] [] [0]; - -docargument [N] [the index of the word] [] [0]; - -docexample [echo (at "zero one two three" 2)] [output: two]; - - - -docident [concat] [Concatenates multiple strings with spaces inbetween.]; - -docargument [S] [the first string] [] [0]; - -docargument [...] [collection of strings to concatenate] [] [1]; - -docexample [alias a "hello"; echo (concat $a "world")] [output: hello world]; - - - -docident [concatword] [Concatenates multiple strings.]; - -docargument [S] [the first string] [] [0]; - -docargument [...] [collection of strings to concatenate] [] [1]; - -docremark [The newly created string is saved to the alias 's'.]; - -docexample [alias a "Cube"; echo (concatword $a "Script")] [output: CubeScript]; - - - -docident [div] [Performs a division.]; - -docargument [A] [the dividend] [] [0]; - -docargument [B] [the divisor] [] [0]; - - - -docident [findlist] [Searches a list for a specified value.]; - -docargument [L] [the list] [] [0]; - -docargument [I] [the item to find] [] [0]; - - - -docident [if] [Controls the script flow based on a boolean expression.]; - -docargument [cond] [the condition] [0 (false) or anything else (true)] [0]; - -docargument [true] [the body to execute if the condition is true] [] [0]; - -docargument [false] [the body to execute if the condition is true] [] [0]; - -docexample [if (> $x 10) [ echo x is bigger than 10 ] [ echo x too small ]] []; - - - -docident [loop] [Loops the specified body.]; - -docargument [V] [the alias used as counter] [] [0]; - -docargument [N] [the amount of loops] [] [0]; - -docargument [body] [the body to execute on each iteration] [] [0]; - -docremark [This command sets the alias you choose, as first argument, from 0 to N-1 for every iteration.]; - -docexample [loop i 10 [ echo $i ]] []; - - - -docident [mod] [Performs a modulo operation.]; - -docargument [A] [the dividend] [] [0]; - -docargument [B] [the divisor] [] [0]; - - - -docident [numargs] [The number of arguments passed to the current alias]; - -docargument [V] [numargs] [ read-only]; - - - -docident [rnd] [Random value]; - -docargument [A] [The upper limit of the random value] [] [0]; - - - -docident [sleep] [Executes a command after specified time period.]; - -docargument [N] [the amount of milliseconds] [] [0]; - -docargument [C] [the command to execute] [] [0]; - -docexample [sleep 1000 [ echo foo ]] [Prints 'foo' to the screen after 1 second.]; - - - -docident [strcmp] [Determines if two strings are equal.]; - -docargument [A] [the first string] [] [0]; - -docargument [B] [the second string] [] [0]; - - - -docident [while] [Loops the specified body while the condition evaluates to true.]; - -docargument [cond] [the condition] [0 (false) or anything else (true)] [0]; - -docargument [body] [the body to execute on each iteration] [] [0]; - -docremark [This command sets the alias "i" from 0 to N-1 for every iteration. Note that the condition here has to have [], otherwise it would only be evaluated once.]; - -docexample [alias i 0; while [ (< $i 10) ] [ echo $i; alias i (+ $i 1) ]] []; - - - -docsection [General] - - - -docident [addserver] [Adds a server to the list of server to query in the server list menu.]; - -docargument [S] [the name of the server (cn/ip)] [] [0]; - -docargument [P] [the port] [] [0]; - - - -docident [alias] [Binds a name to commands.]; - -docargument [N] [the name of the alias] [string, must not contain '$'] [0]; - -docargument [A] [the commands] [string] [0]; - -docremark [It is possible to re-bind an alias, even during its evaluation.]; - -docremark [Example: alias myalias [ echo "hello world"; alias myalias [ echo "I already said hello" ] ]]; - - - -docident [attack] [Fires the current weapon.]; - -docremark [default: left mouse button]; - - - -docident [autogetmap] [Determines if the current played map should be automatically downloaded if it is not available locally.]; - -docargument [B] [enable auto map download] [min 0/max 1/default 1]; - - - -docident [backward] [Moves the player backward.]; - -docremark [default keys: S and Down Arrow]; - - - -docident [bind] [Binds a key to a command.]; - -docargument [K] [the key to bind] [string] [0]; - -docargument [A] [the command] [string, usually an alias] [0]; - -docremark [To find out what key names and their default bindings are, look at config/keymap.cfg, then add bind commands to your autoexec.cfg.]; - - - -docident [clockerror] [Sets the correction value for clockfix.]; - -docargument [V] [correction value] [min 990000/max 1010000/default 1000000]; - -docremark [if(clockfix) millis = int(millis*(double(clockerror)/1000000));]; - - - -docident [clockfix] [Enables correction of the system clock.]; - -docargument [B] [enable correction] [min 0/max 1/default 0]; - - - -docident [connected] [Indicates if a connection to a server exists.]; - -docargument [B] [the connection state] [1 (connected), 0 (disconnected) min 0/max 1/default 0]; - - - -docident [datestring] [representation of date]; - -docremark [format: Www Mmm dd hh:mm:ss yyyy]; - -docremark [Use timestamp to create your own formatting.]; - -docexample [echo (datestring) "Sat Jun 7 17:08:35 2008"] []; - - - -docident [dbgts] [Enable triangle debug.]; - -docargument [B] [triangle debug] [min 0/max 1/default 0]; - -docremark [Prints details while connecting triangles of 3d models.]; - - - -docident [exec] [Executes all commands in a specified config file.]; - -docargument [C] [the config file] [] [0]; - - - -docident [forward] [Moves the player forward.]; - -docremark [default keys: W and Up Arrow]; - - - -docident [gamemode] [Holds the current game mode.]; - -docargument [N] [gamemode] [min 1/max 0/default 0]; - - - -docident [highprocesspriority] [Specifies if the AC client process should run under high priority.]; - -docargument [B] [enable high priority] [min 0/max 0/default 0]; - -docremark [If enabled, AC might get more CPU resources from the operating system. This is useful when playing with bots or doing other resource intensive tasks.]; - -docremark [This is only implemented for the Windows platform. Also it only takes effect if the game is run in fullscreen mode and if the window has focus.]; - - - -docident [invmouse] [Sets mouse to "flight sim" mode.]; - -docargument [B] [sets invmouse] [0 (off), else (on)] [0]; - - - -docident [jump] [Triggers a jump.]; - -docremark [default keys: space and right mouse.]; - - - -docident [keymap] [Sets up the keymap for the specified key.]; - -docargument [K] [the key to map] [] [0]; - -docargument [N] [the name for the key] [] [0]; - -docargument [A] [the default action] [] [0]; - -docremark [You should never have to use this command manually, use "bind" instead.]; - - - -docident [left] [Moves the player left.]; - -docremark [default keys: A and Left Arrow]; - - - -docident [maxfps] [Limits FPS of the game.]; - -docargument [V] [maximum FPS] [min 0/max 200/default 200]; - - - -docident [maxroll] [Sets the maximum value the display will roll on strafing.]; - -docargument [N] [the roll value] [min 0/max 20/default 0]; - - - -docident [maxtmus] [Gets the maximum number of supported textures when performing multitexturing.]; - -docargument [V] [max. number of textures] [ read-only]; - - - -docident [millis] [Returns the number of milliseconds since engine start.]; - -docexample [echo (millis)] []; - - - -docident [minlod] [Minimal level of detail.]; - -docargument [V] [] [min 25/max 250/default 60]; - - - -docident [minmillis] [Sets the minimum number of milliseconds a frame should take.]; - -docargument [N] [the number of milliseconds] [integer, 0 (off), default is 5] [0]; - -docremark [This is for very fast machines that run Cube at hundreds of fps. Default is 5, i.e. try to stay close to 200fps. This command is not exact, i.e. the precise delay it generates depends on OS and other factors... experiment with your ideal setting.]; - - - -docident [modeacronyms] [Turns on/off use of acronyms instead of full modenames in the serverbrowser.]; - -docargument [B] [] [min 0/max 1/default 0]; - - - -docident [onrelease] [Executes a command on the release of a key/button.]; - -docargument [A] [the command] [] [0]; - -docremark [This command must be placed in an action in a bind or in an alias in a bind.]; - -docexample [bind CTRL [ echo "key pressed"; onrelease [ echo "key released" ] ]] []; - - - -docident [quit] [Quits the game without asking.]; - - - -docident [rate] [Sets the clients maximum downstream bandwidth.]; - -docargument [N] [the bytes per second] [min 0/max 25000/default 0]; - -docremark [Leaving it at 0 (the default) means the server will dynamically try to do the best thing, this is recommended for players who don't have a clue what their bandwidth is (setting your rate unoptimally is worse than not setting it all). Modem players (56k) could try rate 4000 and tweak from there, dsl players can try rate 6000-10000. Note that the more players on a server, the more critical the effect of your rate. If you are tweak addicted, you can try playing with the variables throttle_decel (how quickly to start dropping packets when your connection becomes bandwidth limited) throttle_accel (how quickly to recover once bandwidth becomes available again) and throttle_interval (how quickly to reestimate the situation). Change the defaults at your own risk.]; - - - -docident [resetcfg] [Determines if all settings should be reset when the game quits.]; - -docargument [B] [enable reset] [min 0/max 1/default 0]; - -docremark [It is recommended to quit the game immediately after enabling this setting. Note that the reset happens only once as the value of this variable is reset as well.]; - - - -docident [resetsecuremaps] [Clears the list of secured maps.]; - - - -docident [right] [Moves the player right.]; - -docremark [default keys: D and Right Arrow]; - - - -docident [screenshot] [Takes a screenshot.]; - -docremark [Screenshots are saved to "screenshots/screenshotN.bmp", where N is the number of milliseconds since the game was launched.]; - -dockey [F12] [] []; - - - -docident [searchlan] [Determines if the client should search the local network for servers.]; - -docargument [B] [enable searching in LAN] [min 0/max 1/default 0]; - - - -docident [securemap] [Adds a map to the list of secured maps.]; - -docargument [S] [the name of the map] [] [0]; - -docremark [Secured maps can not be overwritten by the commands sendmap and getmap.]; - - - -docident [sensitivity] [Sets the mouse sensitivity.]; - -docargument [S] [the sensitivity] [integer] [0]; - -docremark [With 'sensitivityscale' you can specify a number that the sensitivity is divided by.]; - - - -docident [smoothdist] [Determines the valid distance when extrapolating a players position.]; - -docargument [V] [distance] [min 0/max 16/default 8]; - - - -docident [smoothmove] [Determines the speed when extrapolating a players position.]; - -docargument [V] [movement speed] [min 0/max 100/default 75]; - - - -docident [systime] [seconds since the epoch (00:00:00 UTC on January 1, 1970)]; - -docexample [echo (systime)] []; - - - -docident [throttle_accel] [Determines how fast network throttling accelerates.]; - -docargument [V] [acceleration] [min 0/max 32/default 2]; - - - -docident [throttle_decel] [Determines how fast network throttling decelerates.]; - -docargument [V] [deceleration] [min 0/max 32/default 2]; - - - -docident [throttle_interval] [Determines the interval of re-evaluating network throttling.]; - -docargument [V] [interval] [seconds min 0/max 30/default 5]; - - - -docident [timestamp] [a list of values for current time]; - -docremark [format: YYYY mm dd HH MM SS]; - -docexample [echo (timestamp) "2008 08 08 08 08 08"] []; - -docexample [echo (timestamp) "2063 04 05 12 00 00"] []; - -docexample [echo (at (timestamp) 0) (at (timestamp) 2) (at (timestamp) 1) "2063 05 04"] []; - - - -docident [timestring] [the current time in (H)H:MM:SS format]; - -docexample [echo (timestring) "12:34:56"] []; - -docexample [echo (timestring) "1:02:03"] []; - - - -docident [toggleconsole] [Toggles the console.]; - -docargument [B] [toggle] [] [0]; - - - -docident [tsswap] [Swaps vertices of model triangles.]; - -docargument [V] [] [min 0/max 1/default 1]; - - - -docident [updatefrommaster] [Contacts the masterserver and adds any new servers to the server list.]; - -docremark [The servers are written to the config/servers.cfg file. This menu can be reached through the Multiplayer menu.]; - - - -docident [version] [Gets an integer representing the game version.]; - -docargument [V] [] [min 1/max 0/default 1000]; - -docremark [As example, version 1.0 is represented as value 1000.]; - - - -docsection [Gameplay] - - - -docident [alive] [Returns 1 if the local player is alive.]; - -docargument [A] [] [value] [0]; - - - -docident [autoreload] [Indicates if the weapons should be reloaded automatically.]; - -docargument [B] [the autoreload state] [on (1), off (0) min 0/max 1/default 1]; - - - -docident [connect] [Connects to a server.]; - -docargument [N] [the (dns) name or ip of the server] [] [0]; - -docargument [O] [the port] [] [0]; - -docargument [P] [the server password] [] [0]; - -docremark [If the server name ist omitted, the client will try to connect to an available server in the LAN. If the port is omitted or set to 0, the default port will be used.]; - -docexample [connect 127.0.0.1 555 myServerPassword] []; - - - -docident [connectadmin] [Connects to a server and tries to claim admin state.]; - -docargument [N] [the (dns) name or ip of the server] [] [0]; - -docargument [O] [the port] [] [0]; - -docargument [P] [the admin password] [] [0]; - -docremark [This command will connect to a server just like the command 'connect' and try to claim admin state. If the specified password is correct, the admin will be able to connect even if he is locked out by ban, private master mode or taken client slots. If successfully connected, bans assigned to the admin's host will be removed automatically. If all client slots are taken a random client will be kicked to let the admin in.]; - -docremark [If the server name ist omitted, the client will try to connect to an available server in the LAN. If the port is omitted or set to 0, the default port will be used.]; - -docexample [connectadmin 127.0.0.1 777 myAdminPassword] []; - - - -docident [curserver] [Returns information on the current server - if you're connected to one.]; - -docargument [I] [info] [0, 1, 2, 3 or 4] [0]; - -docremark [If I is 0 (omitted or any other value than the ones below) you will get a string with 'HOST:PORT IP DESC']; - -docremark [If I is 1,2 or 3 you will get the IP, HostName or port respectively.]; - -docremark [If I is 4 you get a string representing the current state of the peer - usually this should be 'connected'.]; - - - -docident [demo] [Plays a recorded demo.]; - -docargument [S] [the demo name] [] [0]; - -docremark [Playback is interpolated for the player whose perspective you view.]; - - - -docident [demoplaybackspeed] [Sets the playback speed for a demo.]; - -docargument [P] [the playback speed] [min 10/max 1000/default 100]; - -docremark [To see the effect, the variable must be set before playing a demo.]; - - - -docident [demoplayer] [Shifts the camera to another demo player]; - -docargument [N] [the shift direction] [1 (forwards), -1 (backwards)] [0]; - - - -docident [disconnect] [Leaves a server.]; - - - -docident [followmode] [Choose the mode of following. Either "chase" [3rd person] or "embody" [1st person].]; - -docargument [N] [followmode] [0 (chase) or 1 (embody)] [0]; - -docremark [Default to 1.]; - -dockey [F6] [] [toggle between chase and embody followmode]; - - - -docident [footstepalign] [Maximum time span between player animation and the playback of the footstep sound]; - -docargument [T] [time span] [min 5/max 4000/default 15]; - -docremark [If the footstep sound would be played immediately when entering the radius of the other player, it would not be synchronous to the player model animation.]; - - - -docident [footsteps] [Indicates if the footsteps sound should be played]; - -docargument [B] [enable footsteps] [1 (true), 0 (false) min 0/max 1/default 1]; - - - -docident [gamespeed] [Sets the gamespeed in percent.]; - -docargument [N] [the game speed] [min 10/max 1000/default 100]; - -docremark [This does not work in multiplayer. For entertainment purposes only :)]; - - - -docident [getmap] [Retrieves the last map that was sent to the server using 'sendmap'.]; - - - -docident [magcontent] [Returns contents of current magazine.]; - -docargument [N] [the weapon number] [0 (knife), 1 (pistol), 2 (shotgun), 3 (sub), 4 (sniper), 5 (assault), 6 (grenades)] [0]; - - - -docident [magreserve] [Returns contents of magazine reserve.]; - -docargument [N] [the weapon number] [0 (knife), 1 (pistol), 2 (shotgun), 3 (sub), 4 (sniper), 5 (assault), 6 (grenades)] [0]; - - - -docident [map] [Loads up a map in the gamemode set previously by the 'mode' command.]; - -docargument [M] [Name of the map to load] [string] [0]; - -docremark [If connected to a multiplayer server, it votes to load the map (others will have to type "map M" as well to agree with loading this map). To vote for a map with a specific mode, set the mode before you issue the map command.]; - -docremark [A map given as "blah" refers to "packages/maps/blah.cgz", "mypackage/blah" refers to "packages/mypackage/blah.cgz". At every map load, "config/default_map_settings.cfg" is loaded which sets up all texture definitions, etc. Everything defined there can be overridden per package or per map by creating a "mapname.cfg" which contains whatever you want to do differently from the default.]; - -docremark [When the map finishes it will load the next map when one is defined, otherwise it reloads the current map. You can define what map follows a particular map by making an alias like (in the map script): alias nextmap_blah1 blah2 (loads "blah2" after "blah1").]; - - - -docident [minutesremaining] [Returns the remaining minutes of the currently played game.]; - -docargument [V] [minutes] [min 1/max 0/default -1]; - - - -docident [name] [Sets the nick name for the local player.]; - -docargument [N] [the name] [] [0]; - - - -docident [nextprimary] [Returns the primary weapon on next respawn.]; - -docargument [A] [weapon id] [value] [0]; - - - -docident [paused] [Determines if the game should be paused.]; - -docargument [B] [pause game] [min 0/max 1/default 0]; - - - -docident [reload] [Reloads the weapon.]; - -docargument [A] [] [value] [0]; - - - -docident [say] [Outputs text to other players.]; - -docargument [S...] [the text] [] [1]; - -docremark [If the text begins with a percent character (%), only team mates will receive the message.]; - - - -docident [saycommand] [Puts a prompt on screen.]; - -docargument [S...] [the text to display in the prompt] [] [1]; - -docremark [this puts a prompt on screen that you can type into, and will capture all keystrokes until you press return (or esc to cancel). If what you typed started with a "/", the rest of it will be executed as a command, otherwise its something you "say" to all players.]; - -dockey [T] [] [opens empty prompt]; - -dockey [BACKQUOTE] [`] [opens a command prompt /]; - -dockey [TAB] [] [autocompletes commands/variables/aliases]; - -dockey [UP] [] [browse command history forwards]; - -dockey [DOWN] [] [browse command history backwards]; - - - -docident [scopefov] [Determines the FOV when scoping.]; - -docargument [V] [] [min 5/max 50/default 50]; - - - -docident [showmap] [Determines if the mini-map should be shown on screen.]; - -docargument [B] [show mini-map] [min 0/max 1/default 0]; - - - -docident [showscores] [Shows or hides the scores.]; - -dockey [TAB] [] []; - - - -docident [showscoresondeath] [Determines if scores should be shown on death.]; - -docargument [V] [] [min 0/max 1/default 1]; - - - -docident [skin] [Determines the skin of the current player.]; - -docargument [N] [skin id] [value] [0]; - -docremark [See the player model folder for the according skin-id.]; - - - -docident [spectate] [Toggle into spectator mode - only possible when you're dead!]; - -dockey [F7] [] [free-flying spectator]; - -dockey [F8] [] [follow spectator (see followmode)]; - - - -docident [stopdemo] [Stops any demo recording or playback.]; - - - -docident [suicide] [Kills your player. You will lose 1 frag point and gain 1 death point when using this command.]; - - - -docident [team] [Sets the team for the local player.]; - -docargument [S] [the team name] [either CLA or RVSF] [0]; - -docexample [team CLA] []; - - - -docident [watchingdemo] [Returns 1 when the current game is being played from a demo, else 0.]; - -docexample [echo I am (at [not now] (watchingdemo)) watching a demo. "so, are you?"] []; - - - -docident [weapon] [Changes the weapon.]; - -docargument [N] [the weapon number] [0 (knife), 1 (pistol), 2 (shotgun), 3 (sub), 4 (sniper), 5 (assault), 6 (grenades)] [0]; - - - -docident [xhairwpsel] [Determines if bot waypoints should be seceleted using the crosshair.]; - -docargument [V] [] [min 0/max 1/default 1]; - - - -docsection [Editing] - - - -docident [arch] [Makes an arch out of the current selection.]; - -docargument [S] [side delta (optional)] [] [0]; - -docremark [The selection must be a heightfield before this command can be used. Will make the arch in the long direction, i.e when you have 6x2 cubes selected, the arch will span 7 vertices. Optionally, sidedelta specifies the delta to add to the outer rows of vertices in the other direction, i.e. give the impression of an arch that bends 2 ways (try "arch 2" on an selection of atleast 2 thick to see the effect). Not all arch sizes are necessarily available, see config/prefabs.cfg.]; - - - -docident [archvertex] [Defines a vertex delta for a specific arch span prefab, used by the 'arch' command.]; - -docargument [S] [span value] [integer] [0]; - -docargument [V] [vertex value] [integer] [0]; - -docargument [D] [delta value] [integer] [0]; - -docremark [See config/prefabs.cfg for an example on usage.]; - - - -docident [clearents] [Deletes all entities of said type.]; - -docargument [T] [the entity type, see command 'newent'] [string] [0]; - - - -docident [copy] [Copies the current selection into a buffer.]; - -docremark [hotkey c]; - - - -docident [corner] [Makes the current selection into a "corner".]; - -docremark [Currently there is only one type of corner (a 45 degree one), only works on a single unit (cube) at a time. It can be positioned either next to 2 solid walls or in the middle of 2 higher floorlevels and 2 lower ones forming a diagonal (and similar with ceiling).]; - -docremark [In both cases, the corner will orient itself automatically depending on its neighbours, behaviour with other configurations than the 2 above is unspecified. Since the latter configuration generates possibly 2 floor and 2 ceiling levels, up to 4 textures are used: for example for the 2 floors the higher one will of the cube itself, and the lower one of a neighbouring low cube. You can make bigger corners at once by issuing "corner" on grid aligned 2x2/4x4/8x8 selections, with equal size solid blocks next to them.]; - -dockey [K] [] []; - - - -docident [delent] [Deletes the entity closest to the player]; - -docremark [hotkey x]; - - - -docident [editheight] [Changes the height of the current selection.]; - -docargument [T] [an integer denoting the type] [0 (floor), 2 (ceiling)] [0]; - -docargument [D] [the delta value to move it in] [1 (forwards), -1 (backwards)] [0]; - -docremark [Default keys are [ and ] for floor level, and o/p for ceiling.]; - - - -docident [edittex] [Changes the texture on current selection by browsing through a list of textures directly shown on the cubes.]; - -docargument [T] [an integer denoting the type] [0 (floor), 1 (lower or wall), 2 (ceiling), 3 (upper wall)] [0]; - -docargument [D] [the direction you want to cycle the textures in] [1 (forwards), -1 (backwards)] [0]; - -docremark [Default keys are the six keys above the cursor keys, which each 2 of them cycle one type (and numpad 7/4 for upper).]; - -docremark [The way this works is slightly strange at first, but allows for very fast texture assignment. All textures are in 3 individual lists for each type (both wall kinds treated the same), and each time a texture is used, it is moved to the top of the list. So after a bit of editing, all your most frequently used textures will come first when pressing these keys, and the most recently used texture is set immediately when you press the forward key for the type. These lists are saved with the map. make a selection (including wall bits) and press these keys to get a feel for what they do.]; - - - -docident [edittoggle] [switches between map edit mode and normal.]; - -docremark [In map edit mode you can select bits of the map by clicking or dragging your crosshair on the floor or ceiling (using the "attack" identifier, normally MOUSE1), then use the identifiers below to modify the selection. While in edit mode, physics and collision don't apply (noclip), and key repeat is ON. Note that if you fly outside the map, cube still renders the world as if you were standing on the floor directly below the camera.]; - -docremark [Hotkey E]; - - - -docident [entproperty] [Changes property of the closest entity.]; - -docargument [P] [the property to change] [0..3] [0]; - -docargument [A] [amount by wich the property is increased] [integer] [0]; - -docremark [For example 'entproperty 0 2' when executed near a lightsource would increase its radius by 2.]; - - - -docident [equalize] [Levels the floor/ceiling of the selection.]; - -docargument [T] [an integer denoting the type] [0 (floor), 2 (ceiling)] [0]; - -docremark [default keys , and .]; - - - -docident [flrceil] [A variable indicating if the player looks at the floor or at the ceiling.]; - -docargument [B] [flrceil] [0 (floor), 2 (ceiling) read-only]; - - - -docident [fullbright] [Sets all light values to fullbright.]; - -docargument [B] [sets fullbright on or off] [0 (off), 1 (on)] [0]; - -docremark [Will be reset when you issue a 'recalc'. Only works in edit mode.]; - - - -docident [heightfield] [Marks the current selection as a heightfield.]; - -docargument [T] [an integer denoting the type] [0 (floor), 2 (ceiling)] [0]; - -docremark [marks the current selection as a heightfield, with T being floor or ceiling, as above. A surface marked as heightfield will use the vdelta values (see below) of its 4 corners to create a sloped surface. To mark a heightfield as normal again (ignoring vdelta values, set or not) use "solid 0". Default keys are h (floor) and i (ceiling).]; - -docremark [Heightfields should be made the exact size that is needed, not more not less. The most important reason for this is that cube automatically generates "caps" (side-faces for heightfields) only on the borders of the heightfield. This also means if you have 2 independant heightfields accidentally touch eachother, you will not get correct caps. Also, a heightfield is slightly slower to render than a non-heightfield floor or ceiling. Last but not least, a heightfield should have all the same baseheight (i.e. the height determined by a normal editheight operation) to get correct results.]; - - - -docident [lightscale] [Used to finetune the "overbright lighting" rendering feature when enabled.]; - -docargument [N] [the brightness of the scene] [min 1/max 100/default 4]; - -docremark [After changing this value, a "recalc" is needed to see the differences.]; - - - -docident [Map editing] [A variable indicating if the game is in editmode.]; - -docargument [B] [editmode] [1 (true), 0 (false) read-only]; - - - -docident [mapenlarge] [Enlarges the current map.]; - -docremark [This command will make the current map 1 power of two bigger. So a 6 size map (64x64 units) it will become a 7 map (128x128), with the old map in the middle (from 32-96) and the new areas solid.]; - - - -docident [mapmsg] [Sets the map message, which will be displayed when the map loads.]; - -docargument [M] [The map message] [String] [0]; - -docremark [You will need to use quote marks around the message, otherwise it save the message correctly.]; - -docremark [For example: /mapmsg "Map By Author"]; - - - -docident [newent] [Adds a new entity]; - -docargument [type] [the entity type] [light, playerstart, clips, ammobox, grenades, health, armour, akimbo, mapmodel, ladder, ctf-flag] [0]; - -docargument [value1] [see newent 'type'] [] [0]; - -docargument [value2] [see newent 'type'] [] [0]; - -docargument [value3] [see newent 'type'] [] [0]; - -docargument [value4] [see newent 'type'] [] [0]; - -docremark [(x,y) is determined by the current selection (the red dot corner) and z by the camera height, of said type. Type is a string giving the type of entity, such as "light", and may optionally take values (depending on the entity).]; - - - -docident [newent akimbo] [Adds a new akimbo item.]; - - - -docident [newent ammobox] [Adds a new ammo box item.]; - - - -docident [newent armour] [Adds a new armour item.]; - - - -docident [newent clips] [Adds a pistol magazine item.]; - - - -docident [newent ctf-flag] [Adds a CTF flag entity.]; - -docargument [T] [denotes the flag's team] [0 (CLA), 1 (RVSF)] [0]; - -docremark [Note that this entity is only rendered as flag if the current game mode is CTF.]; - - - -docident [newent grenades] [Adds a new grenades item.]; - - - -docident [newent health] [Adds a new health item.]; - - - -docident [newent ladder] [Adds a ladder entity.]; - -docargument [H] [the height of the ladder] [integer] [0]; - -docremark [Note that this entity is used for physics only, to create a visual ladder you will need to add a mapmodel entity too.]; - - - -docident [newent light] [Adds a new light entity]; - -docargument [radius] [the light radius] [1..32] [0]; - -docargument [R] [red colour component. see remarks below.] [1..255] [0]; - -docargument [G] [green colour component] [1..255] [0]; - -docargument [B] [blue colour component] [1..255] [0]; - -docremark [if only argument R is specified, it is interpreted as brightness for white light.]; - - - -docident [newent mapmodel] [Adds a map model to the map (i.e. a rendered md2/md3 model which you collide against but has no behaviour or movement)]; - -docargument [N] [The mapmodel identifier] [Integer] [0]; - -docargument [Z] [Extra elevation above ground] [Integer] [0]; - -docargument [T] [The map texture to use (optional)] [Integer] [0]; - -docremark [The mapmodel identifier is the desired map model which is defined by the 'mapmodel' command. The order in which the mapmodel is placed in the map config file defines the mapmodel indentifier. The map texture refers to a texture which is defined by the 'texture' command, if omitted the models default skin will be used. The 'mapmodel' and 'texture' commands are placed in the map config normally. Mapmodels are more expensive than normal map geometry, so do not use insane amounts of them to replace normal geometry.]; - - - -docident [newent playerstart] [Adds a new spawn spot.]; - -docremark [The yaw is taken from the current camera yaw.]; - - - -docident [newent sound] [Adds a sound entity.]; - -docargument [N] [the sound to play] [integer] [0]; - -docargument [R] [the radius] [] [0]; - -docargument [S] [the size] [default 0] [0]; - -docremark [Will play map-specific sound so long as the player is within the radius. However, only up to the max uses allowed for N (specified in the mapsound command) will play, even if the player is within the radius of more N sounds than the max. By default (size 0), the sound is a point source. Its volume is maximal at the entity's location, and tapers off to 0 at the radius. If size is specified, the volume is maximal within the specified size, and only starts tapering once outside this distance. Radius is always defined as distance from the entity's location, so a size greater than or equal to the radius will just make a sound that is always max volume within the radius, and off outside.]; - - - -docident [newmap] [Creates a new map.]; - -docargument [S] [the size of the new map] [6..12] [0]; - -docremark [The new map has 2^S cubes. For S, 6 is small, 7 medium, 8 large.]; - - - -docident [paste] [Pastes a previously copied selection.]; - -docremark [To paste a selection back requires a same size selection at the destination location. If it is not the same size the selection will be resized automatically prior to the paste operation (with the red dot as anchor), which is easier for large selections.]; - -docremark [hotkey v]; - - - -docident [perlin] [Generates a perlin noise landscape in the current selection.]; - -docargument [S] [the scale, frequency of the features] [default is 10] [0]; - -docargument [E] [the random seed] [integer] [0]; - -docargument [C] [cube size, how many cubes to generate a surface for at once (unused)] [] [0]; - -docremark [Keep the seed the same to create multiple perlin areas which fit with eachother, or use different numbers if to create alternative random generations.]; - - - -docident [recalc] [Recomputes all there is to recompute about a map, currently only lighting.]; - -docremark [hotkey R]; - - - -docident [registersound] [Registers a sound.]; - -docargument [N] [sound name] [string, see config/sounds.cfg] [0]; - -docremark [This command returns the sound number, which is assigned from 0 onwards, and which can be used with "sound" command. If the sound was already registered, its existing index is returned. registersound does not actually load the sound, this is done on first play.]; - -docremark [See for example config/sounds.cfg.]; - - - -docident [replace] [Repeats the last texture edit thruout the map.]; - -docremark [The way it works is intuitive: simply edit any texture anywhere, then using "replace" will replace all textures thruout the map in the same way (taking into account wether it was a floor/wall/ceil/upper too). If the there was more than one "old" texture in your selection, the one nearest to the red dot is used. This operation can't be undone.]; - - - -docident [savemap] [Saves the current map.]; - -docargument [M] [file name of the map, see command 'map' for the naming scheme] [string] [0]; - -docremark [savemap makes a versioned backup (mapname_N.BAK) if a map by that name already exists. If the name argument is omitted, it is saved under the current map name.]; - -docremark [Where you store a map depends on the complexity of what you are creating: if its a single map (maybe with its own .cfg) then the "base" package is the best place. If its multiple maps or a map with new media (textures etc.) its better to store it in its own package (a directory under "packages"), which makes distributing it less messy.]; - - - -docident [scalelights] [Scales all lights in the map.]; - -docargument [P] [percentage] [] [0]; - -docargument [I] [intensity] [] [0]; - -docremark [This command is useful if a map is too dark or bright but you want to keep the light entities where they are.]; - - - -docident [select] [Selects the given area, as if dragged with the mouse.]; - -docargument [X] [the X coordinate] [] [0]; - -docargument [Y] [the Y coordinate] [] [0]; - -docargument [XS] [the length along the X axis] [] [0]; - -docargument [XY] [the length along the Y axis] [] [0]; - -docremark [This command is useful for making complex geometry-generating scripts. The current dimensions of the selection (either created by the user or this command) are in the variables selx, sely, selxs and selys and can also be read/modified.]; - -docremark [Coordinates are as follows: after a "newmap 6" the top-left corner (the one where the red dot points) are (8,8), the opposite corner is (56,56) (or (120,120) on a "newmap 7" etc.).]; - - - -docident [showmip] [Toggles between showing what parts of the scenery are rendered.]; - -docremark [Shows what parts of the scenery are rendered using what size cubes, and outputs some statistics about it. This can give map editors hints as to what architecture to align, textures to change, etc.]; - - - -docident [slope] [Makes a slope out of the current selection.]; - -docargument [X] [x delta step] [integer] [0]; - -docargument [Y] [y delta step] [integer] [0]; - -docremark [The selection must be a heightfield before this command can be used. The steps specify the slope with the red vertex as left-top, i.e. "slope 1 2" will make a slope that increases just 1 step from left to right, and is slightly steeper from top to bottom. "slope -6 0" decreases steeply from left to right, and does not slope at all from top to bottom. Note that like the vdelta command, an increasing vdelta goes further away from the player, regardless of floor or ceiling.]; - - - -docident [solid] [makes the current selection all solid (i.e. wall) or all non-solid.]; - -docargument [B] [an integer denoting the solid-ness] [0 (non-solid), 1..* (solid)] [0]; - -docremark [This operation retains floor/ceiling heights/textures while swapping between the two. Default keys f and g respectively.]; - - - -docident [toggleocull] [Turns occlusion culling on and off.]; - -docremark [The reason one may want to turn it off is to get an overview of the map from above, without having all occluded bits stripped out.]; - - - -docident [undo] [Multi-level undo of any of the changes caused by editing operations]; - -docremark [hotkey u]; - - - -docident [undomegs] [Sets the number of megabytes used for the undo buffer.]; - -docargument [N] [number of megabytes, default is 1] [integer] [0]; - -docremark [undo's work for any size areas, so the amount of undo steps per megabyte is more for small areas than for big ones (a megabyte fits 280 undo steps on a 16x16 area, but only 4 steps on a 128x128 area).]; - - - -docident [vdelta] [changes the vdelta value of the current selection]; - -docargument [N] [vdelta value] [] [0]; - -docremark [Note that unlike all other editing functions, this function doesn't affect a cube, but its top-left vertex (market by the dot in the editing cursor). So to edit a N * M heightfield, you will likely have to edit the vdelta of (N+1) * (M+1) cubes, i.e. you have to select 1 row and 1 column more in the opposite direction of the red dot to affect all the vertices of a heightfield of a given size (try it, it makes sense :)]; - -docremark [A floor delta offsets vertices to beneath the level set by editheight (and a ceil delta to above). Delta offsets have a precision of a quarter of a unit, however you should use non-unitsize vertices only to touch other such vertices. Default keys are 8 and 9 to decrease/increase the vdelta.]; - - - -docident [waterlevel] [Sets the global water level for the map.]; - -docargument [H] [the water level] [integer] [0]; - -docremark [Every cube that has a lower floor than the water level will be rendered with a nice wavy water alpha texture. Water physics will be applied to any entity located below it.]; - -docremark [Performance notes: water is rendered for a whole square encapsulating all visible water areas in the map (try flying above the map in edit mode to see how). So the most efficient water is a single body of water, or multiple water areas that are mostly not visible from eachother. Players can influence how accurate the water is rendered using the "watersubdiv" command (map config).]; - - - -docsection [Menus] - - - -docident [chmenumdl] [Changes the menu model of a specified menu.]; - -docargument [N] [the name of the menu] [] [0]; - -docargument [M] [the (new) model] [] [0]; - -docargument [A] [the animation to play] [] [0]; - -docargument [R] [the rotation speed] [] [0]; - -docargument [S] [the scale] [] [0]; - - - -docident [menuinit] [Specifies a block of commands to be executed when menu opens.]; - -docargument [C] [the code to execute on init] [] [0]; - - - -docident [menuitem] [Creates a new menuitem.]; - -docargument [N] [the name of the menuitem] [] [0]; - -docargument [A] [the action on selection] [] [0]; - -docremark [If the action argument is omitted, then it will be set to the same value as the description. Upon pressing return, the associated action will be executed. See config/menus.cfg for examples.]; - - - -docident [menumdl] [Specifies a model to render while displaying the last added menu.]; - -docargument [M] [the model] [] [0]; - -docargument [A] [the animation to play] [] [0]; - -docargument [R] [the rotation speed] [] [0]; - -docargument [S] [the scale] [] [0]; - - - -docident [newmenu] [Creates a new menu.]; - -docargument [N] [the name of the menu] [] [0]; - - - -docident [showmenu] [Displays the specified menu.]; - -docargument [N] [the name of a previously defined menu] [] [0]; - -docremark [The menu allows the user to pick an item with the cursor keys. Upon pressing return, the associated action will be executed. Pressing ESC will cancel the menu.]; - - - -docsection [Head-Up Display] - - - -docident [aboveheadiconfadetime] []; - -docargument [V] [] [min 1/max 10000/default 2000]; - - - -docident [clearminimap] [Recreates the minimap for the current map.]; - - - -docident [confade] []; - -docargument [V] [] [min 0/max 60/default 20]; - - - -docident [consize] []; - -docargument [V] [] [min 0/max 100/default 6]; - - - -docident [conskip] [Allows to browse through the console history by offsetting the console output.]; - -docargument [N] [the offset] [] [0]; - -dockey [KP_MINUS] [- on the keypad] [scrolls into the history (conskip 1)]; - -dockey [KP_PLUS] [+ on the keypad] [resets the history (conskip -1000)]; - - - -docident [crosshairfx] [Turns on or off crosshair effects.]; - -docargument [B] [Turns the effects on (1) or off (0)] [min 0/max 1/default 1]; - -docremark [When on, the crosshair will go grey when the weapon is reloading, orange when health is 50 or red when is 25.]; - - - -docident [crosshairsize] [Sets the size of your crosshair.]; - -docargument [N] [the crosshair size] [min 0/max 50/default 15]; - -docremark [The crosshair is turned off entirely if the size is set to 0.]; - - - -docident [crosshairteamsign] []; - -docargument [V] [] [min 0/max 1/default 1]; - - - -docident [damageindicatoralpha] []; - -docargument [V] [] [min 1/max 100/default 50]; - - - -docident [damageindicatordist] []; - -docargument [V] [] [min 0/max 10000/default 500]; - - - -docident [damageindicatorsize] []; - -docargument [V] [] [min 0/max 10000/default 200]; - - - -docident [damageindicatortime] []; - -docargument [V] [] [min 1/max 10000/default 1000]; - - - -docident [hideconsole] []; - -docargument [V] [] [min 0/max 1/default 0]; - - - -docident [hidectfhud] []; - -docargument [V] [] [min 0/max 1/default 0]; - - - -docident [hidehudequipment] []; - -docargument [V] [] [min 0/max 1/default 0]; - - - -docident [hidehudmsgs] []; - -docargument [V] [] [min 0/max 1/default 0]; - - - -docident [hideradar] []; - -docargument [V] [] [min 0/max 1/default 0]; - - - -docident [hidespecthud] []; - -docargument [V] [] [min 0/max 1/default 0]; - - - -docident [hidestats] [Turns on/off display of fps/rendering stats on the HUD.]; - -docargument [B] [Turns the stats off (1) or on (0)] [min 0/max 1/default 1]; - - - -docident [hideteam] []; - -docargument [V] [] [min 0/max 1/default 0]; - - - -docident [hidevote] []; - -docargument [V] [] [min 0/max 1/default 0]; - - - -docident [history] [Executes the specified command in the command line history.]; - -docargument [N] [the N'th command from the history] [] [0]; - -docremark [For example, binding "history 1" to a key allows you to quickly repeat the last command typed in (useful for placing many identical entities etc.)]; - - - -docident [hudgun] []; - -docargument [V] [] [min 0/max 1/default 1]; - - - -docident [minimapres] [Sets the resolution for the minimap.]; - -docargument [N] [the resoution] [min 7/max 10/default 9]; - - - -docident [nosway] []; - -docargument [V] [] [min 0/max 1/default 0]; - - - -docident [radarentsize] []; - -docargument [V] [] [min 1/max 64/default 4]; - - - -docident [radarres] []; - -docargument [V] [] [min 1/max 1024/default 64]; - - - -docident [recoilbackfade] []; - -docargument [V] [] [min 0/max 1000/default 100]; - - - -docident [recoilbase] []; - -docargument [V] [] [min 0/max 1000/default 40]; - - - -docident [recoilincrease] []; - -docargument [V] [] [min 1/max 10/default 2]; - - - -docident [recoiltest] []; - -docargument [V] [] [min 0/max 1/default 0]; - - - -docident [swaymovediv] []; - -docargument [V] [] [min 1/max 1000/default 200]; - - - -docident [swayspeeddiv] []; - -docargument [V] [] [min 1/max 1000/default 105]; - - - -docident [swayupmovediv] []; - -docargument [V] [] [min 1/max 1000/default 200]; - - - -docident [swayupspeeddiv] []; - -docargument [V] [] [min 1/max 1000/default 105]; - - - -docsection [Visuals] - - - -docident [aadynshadow] [Sets the size/resolution of the dynamic shadow data.]; - -docargument [] [the size] [min 0/max 3/default 2]; - - - -docident [aboveheadiconsize] []; - -docargument [V] [] [min 0/max 1000/default 50]; - - - -docident [animationinterpolationtime] [Sets the time available for interpolation between model animations.]; - -docargument [N] [the amount of milliseconds for the interpolation] [min 0/max 1000/default 100]; - - - -docident [bilinear] []; - -docargument [V] [] [min 0/max 1/default 1]; - - - -docident [blood] []; - -docargument [V] [] [min 0/max 1/default 1]; - - - -docident [bloodttl] []; - -docargument [V] [] [min 0/max 30000/default 10000]; - - - -docident [bullethole] []; - -docargument [V] [] [min 0/max 1/default 1]; - - - -docident [bulletholettl] []; - -docargument [V] [] [min 0/max 30000/default 10000]; - - - -docident [colorbits] [Sets the bits per pixel value.]; - -docargument [] [bits per pixel] [min 0/max 32/default 0]; - - - -docident [depthbits] [Sets the bits for the depth buffer.]; - -docargument [] [depth pixels] [min 0/max 32/default 0]; - - - -docident [dynlight] [Determines wether dynamic shadows and lights are rendered, providedjust incase they slow your fps down too much.]; - -docargument [R] [the radius of a dynamic light] [min 0/max 32/default 16]; - -docremark [With radius you can specify the radius of a dynamic light, smaller to maybe gain some speed (0 is off entirely), or bigger to see the effect of dynamic shadows more dramatically (try shooting it past some pillars that have a dark area on the other side... or use the "gamespeed" variable).]; - - - -docident [dynshadow] [Sets the alpha value (transparency) for dynamic shadows.]; - -docargument [] [the alpha value] [min 0/max 100/default 40]; - - - -docident [dynshadowsize] [Sets the display size of the dynamic shadows.]; - -docargument [] [the size] [min 4/max 8/default 5]; - - - -docident [font] []; - - - -docident [fontchar] []; - - - -docident [fov] [Sets the field of view (fov).]; - -docargument [N] [the fov value] [90..120] [0]; - - - -docident [fsaa] [Sets the level of fullscreen antialiasing (FSAA).]; - -docargument [] [fsaa] [min 0/max 16/default 0]; - - - -docident [fullscreen] [Enables or disables fullscreen.]; - -docargument [] [fullscreen] [min 0/max 1/default 1]; - -docremark [Not supported on Windows and Mac.]; - - - -docident [gamma] [Sets the hardware gamma value.]; - -docargument [N] [the gamma value] [min 30/max 300/default 100]; - -docremark [May not work if your card/driver doesn't support it.]; - - - -docident [gibnum] [Sets the number of gibs to display when performing a "messy" kill (grenade, knife, sniper headshot).]; - -docargument [N] [number of gibs] [min 0/max 1000/default 6]; - -docremark [Larger values are more spectacular, but can slow down less powerful machines. Reducing gibttl may help in this case.]; - - - -docident [gibspeed] [Sets the velocity at which gibs will fly from a victim.]; - -docargument [N] [velocity] [min 1/max 100/default 30]; - - - -docident [gibttl] [Sets the time for gibs to live (in milliseconds), after which they will disappear.]; - -docargument [N] [time to live] [min 0/max 15000/default 5000]; - - - -docident [hwtexsize] []; - -docargument [V] [] [min 1/max 0/default 0]; - - - -docident [lighterror] [Allows to finetune the amount of "error" the mipmapper/stripifier allow themselves for changing lightlevels.]; - -docargument [E] [the error value, 1 being the best quality] [ read-only]; - -docremark [If this variable is changed this during play, a "recalc" is needed to see the effect.]; - - - -docident [maxtexsize] []; - -docargument [V] [] [min 0/max 4096/default 0]; - - - -docident [mergestrips] []; - -docargument [V] [] [min 0/max 1/default 1]; - - - -docident [mtexplosion] []; - -docargument [V] [] [min 0/max 1/default 1]; - - - -docident [mtwater] []; - -docargument [V] [] [min 0/max 1/default 1]; - - - -docident [particlesize] [Scales all particles.]; - -docargument [P] [the scale percentage] [min 20/max 500/default 100]; - - - -docident [reflectclip] []; - -docargument [V] [] [min 0/max 100/default 3]; - - - -docident [reflectscissor] []; - -docargument [V] [] [min 0/max 1/default 1]; - - - -docident [reflectsize] []; - -docargument [V] [] [min 6/max 10/default 8]; - - - -docident [saveshadows] [Sets if dynamic shadows should be saved to disk.]; - -docargument [] [auto save] [min 0/max 1/default 1]; - - - -docident [scorch] []; - -docargument [V] [] [min 0/max 1/default 1]; - - - -docident [scorchttl] []; - -docargument [V] [] [min 0/max 30000/default 10000]; - - - -docident [scr_h] [Sets the screen height.]; - -docargument [] [the screen height] [min 0/max 768/default 10000]; - - - -docident [scr_w] [Sets the screen width.]; - -docargument [] [the screen width] [min 0/max 1024/default 10000]; - - - -docident [shotline] []; - -docargument [V] [] [min 0/max 1/default 1]; - - - -docident [shotlinettl] []; - -docargument [V] [] [min 0/max 10000/default 75]; - - - -docident [spectfov] []; - -docargument [V] [] [min 5/max 120/default 120]; - - - -docident [teamdisplaymode] [Sets the team display mode.]; - -docargument [N] [the team display mode] [0 (none), 1 (color vests), 2 (color skins) min 0/max 2/default 1]; - -docremark [In mode 0 team display is disabled In mode 1 players will be rendered with a colored vest to make the teams distinguishable. In mode 2 almost the whole suit of the players will be colored. These display modes are only applied in team gamemodes.]; - - - -docident [trilinear] []; - -docargument [V] [] [min 0/max 1/default 1]; - - - -docident [vsync] [Enables or disables vsync.]; - -docargument [] [vsync] [min -1/max 1/default -1]; - - - -docident [waterreflect] []; - -docargument [V] [] [min 0/max 1/default 1]; - - - -docident [waterrefract] []; - -docargument [V] [] [min 0/max 1/default 0]; - - - -docident [watersubdiv] [Determines the subdivision of the water surface in maps.]; - -docargument [N] [the subdivisioin value] [min 1/max 64/default 4]; - -docremark [Must be a power of 2: 4 is the default, 8 is recommended for people on slow machines, 2 is nice for fast machines, and 1 is quite OTT. See "waterlevel" (edit reference) on how to add water to your own levels.]; - - - -docsection [Sound] - - - -docident [audio] [Enables or disables the audio subsystem in AC.]; - -docargument [B] [enable] [min 0/max 1/default 1]; - - - -docident [audiodebug] [Enables verbose output for debugging purposes.]; - -docargument [B] [enable audio debug] [min 0/max 1/default 0]; - - - -docident [bulletairsound] []; - -docargument [V] [] [min 0/max 1/default 1]; - - - -docident [bulletairsounddestrad] []; - -docargument [V] [] [min 0/max 1000/default 8]; - - - -docident [bulletairsoundrad] []; - -docargument [V] [] [min 0/max 1000/default 15]; - - - -docident [bulletairsoundsourcerad] []; - -docargument [V] [] [min 0/max 1000/default 8]; - - - -docident [bulletbouncesound] []; - -docargument [V] [] [min 0/max 1/default 1]; - - - -docident [bulletbouncesoundrad] []; - -docargument [V] [] [min 0/max 1000/default 15]; - - - -docident [gainscale] [Each subsequent played sound's gain-value is scaled by this percentage.]; - -docargument [N] [percentage] [min 0/max 100/default 100]; - -docremark [This lowers the gain of the sounds before they are mixed, this might be useful in cases when the mixer has problems with too high gain values.]; - - - -docident [maxsoundsatonce] []; - -docargument [V] [] [min 0/max 100/default 40]; - - - -docident [musicvol] [Sets the music volume.]; - -docargument [N] [the volume] [min 0/max 255/default 128]; - - - -docident [sound] [Plays the specified sound.]; - -docargument [S] [the sound to play] [string, see config/sounds.cfg] [0]; - -docremark [See config/sounds.cfg for default sounds, and use registersound to register your own. For example, sound 0 and sound (registersound "aard/jump") both play the standard jump sound.]; - - - -docident [soundchannels] [Sets the desired amount of allocated sound channels.]; - -docargument [] [number of channels] [min 4/max 1024/default 32]; - -docremark [AC will try to allocate that number of channels but it is not guaranteed to succeed.]; - - - -docident [soundvol] [Sets the sound volume for all sounds.]; - -docargument [N] [the volume] [min 0/max 255/default 128]; - - - -docsection [Ingame Reference] - - - -docident [docargument] [Adds a new argument documentation to the last added identifier.]; - -docargument [T] [the token] [] [0]; - -docargument [D] [the description] [] [0]; - -docargument [V] [the value notes] [] [0]; - -docargument [I] [flags this argument as variable-length] [1 (true), 0 (false)] [0]; - -docremark [An argument represents either a command argument or a variable value.]; - -docremark [The last argument of an identifier can be flagged as variable-length to indicate that it represents an unknown number of arguments.]; - - - -docident [docexample] [Adds an example to the last added identifier.]; - -docargument [C] [the example code] [] [0]; - -docargument [E] [the explanation] [] [0]; - - - -docident [docfind] [Searches the ingame docs for identifier documentations matching the specified search string.]; - -docargument [S] [the search string] [] [0]; - -docremark [The name, description and remarks are included in the search.]; - - - -docident [docident] [Adds a new identifier documentation to the last added section.]; - -docargument [N] [name of the identifier] [] [0]; - -docargument [D] [the description] [] [0]; - -docremark [An identifier represents a command or variable. The new identifier]; - -docremark [The name may countain spaces to create a "multipart" identifier documentation that can be used to describe a complex argument as a single pseudo identifier, look at the examples.]; - -docexample [docident fov "Sets the field of view."] []; - -docexample [docident "newent light" "Adds a new light entitiy."] []; - - - -docident [docinvalid] [Outputs a list of identifer documentations that do not match any existing identifer.]; - -docremark [Multipart identifiers are not included in this list, see 'docident'.]; - - - -docident [dockey] []; - - - -docident [docref] [Adds a new documentation reference to an identifier.]; - -docargument [N] [the display name] [] [0]; - -docargument [I] [the identifier to refer to] [] [0]; - -docargument [U] [the URL to refer to] [] [0]; - -docremark [The new reference is added to the last added identifier documentation.]; - - - -docident [docremark] [Adds a new documentation remark to the last added identifier.]; - -docargument [S] [the remark] [] [0]; - - - -docident [docsection] [Adds a new section to the ingame documentation.]; - -docargument [S] [the section name] [] [0]; - - - -docident [docskip] []; - -docargument [V] [] [min 0/max 1000/default 0]; - - - -docident [docundone] [Outputs a list of yet undocumented identifiers (commands,variables, etc)]; - -docargument [A] [output all identifiers] [1 (true), 0 (false)] [0]; - -docremark [If the one argument is omitted, only the builtin identifiers will be listed. Therefore specify the argument other identifers like aliases should be included too.]; - -docremark [Note that the list also includes identifiers that contain the substrings "TODO" or "UNDONE" in their documentation.]; - - - -docident [docvisible] []; - -docargument [V] [] [min 0/max 1/default 1]; - - - -docident [docwritebaseref] [Writes out a base XML documentation reference containing templates for the builtin identifiers.]; - -docargument [R] [the reference name] [] [0]; - -docargument [S] [the XML schema location string] [] [0]; - -docargument [T] [XML stylesheet to use] [] [0]; - -docremark [The generated reference is written to "config/autogenerated_base_reference.xml" by default. The three arguments can be changed later on in the generated XML document.]; - - - -docsection [Server commands] - - - -docident [autoteam] [Sets automated team assignment.]; - -docargument [B] [Enables or disables auto team.] [1 (On), 0 (Off)] [0]; - - - -docident [ban] [Temporarally bans the specified player from the server.]; - -docargument [CN] [The player to ban] [Client number] [0]; - -docremark [Temporary ban duration is fixed at 20 minutes.]; - - - -docident [callvote] [Calls a vote on the server.]; - -docargument [T] [Vote type] [value] [0]; - -docargument [A] [First argument] [] [0]; - -docargument [B] [Second argument] [] [0]; - -docremark [This command is wrapped by aliases for better usability and is used to action votes such as ban, kick, etc. See config/admin.cfg for actual uses.]; - - - -docident [forceteam] [Forces the specified player to join the enemy team.]; - -docargument [CN] [The player to assign to a team] [Client number] [0]; - - - -docident [giveadmin] [Gives admin state to the specified player.]; - -docargument [CN] [The player to become admin] [Client number] [0]; - -docremark [Requires admin state. The admin will lose his admin state after successfully issuing this command.]; - - - -docident [kick] [Kicks the specified player from the server.]; - -docargument [CN] [The player to kick] [Client number] [0]; - - - -docident [mastermode] [Sets the mastermode for the server.]; - -docargument [N] [The master mode] [0 (Open), 1 (Private)] [0]; - -docremark [If the mastermode is set to 'private', no more clients can join the server. Default is 'open' which allows anyone to join the server.]; - - - -docident [removebans] [Removes all temporary bans from the server. Temporary bans are normally automatically removed after 20 minutes.]; - - - -docident [sendmap] [Sends the current map to the server and sends other players a message about it.]; - -docargument [M] [Map to save and reload locally] [] [0]; - -docremark [If the map argument is specified, the map is first saved and then reloaded before sending it. Note: It's always required to be on the map one wants to send before issuing this command!]; - - - -docident [setadmin] [Claims or drops admin status.]; - -docargument [B] [Status] [1 (Claim), 0 (Drop)] [0]; - -docargument [PASS] [Password] [Maximum of 15 characters] [0]; - -docremark [Successfully claiming admin status makes all other player votes invalid. Failed logins result in an auto kick. The admin is granted the right to kick, ban, remove bans, set autoteam, set shuffleteam, change server description (if enabled), change map, change mastermode, force team, change mode, record demos, stop demos and clear demo(s) - All without needing votes from other users. In the scoreboard, the admin will be shown as a red colour.]; - - - -docsection [Game modes] - - - -docident [coop] [Starts a map with the mode "Co-op edit"]; - -docargument [M] [The name of the map you wish to edit] [] [1]; - -docremark [See the co-op edit section in page 4 of the map editing guide for more information.]; - -docexample [coop ac_newmap] []; - - - -docident [ctf] [Starts a map with the mode "Capture the Flag"]; - -docargument [M] [The name of the map you wish to play] [] [1]; - -docexample [ctf ac_mines] []; - - - -docident [dm] [Starts a map with the mode "Deathmatch"]; - -docargument [M] [The name of the map you wish to play] [] [1]; - -docexample [dm ac_complex] []; - - - -docident [htf] [Starts a map with the mode "Hunt the Flag"]; - -docargument [M] [The name of the map you wish to play] [] [1]; - -docexample [htf ac_mines] []; - - - -docident [ktf] [Starts a map with the mode "Keep the Flag"]; - -docargument [M] [The name of the map you wish to play] [] [1]; - -docexample [ktf ac_mines] []; - - - -docident [lms] [Starts a map with the mode "Last man standing"]; - -docargument [M] [The name of the map you wish to play] [] [1]; - -docexample [lms ac_complex] []; - - - -docident [lss] [Starts a map with the mode "Last swiss standing"]; - -docargument [M] [The name of the map you wish to play] [] [1]; - -docexample [lss ac_complex] []; - - - -docident [mode] [Sets the gameplay mode to N for the next map loaded. You will need to define mode before loading the map or it will stay as the last mode played.]; - -docargument [N] [The mode number] [0 - Team Deathmatch] [0]; - -docargument [] [] [1 - Co-op edit] [0]; - -docargument [] [] [2 - Deathmatch] [0]; - -docargument [] [] [3 - Survivor] [0]; - -docargument [] [] [4 - Team survivor] [0]; - -docargument [] [] [5 - Capture the Flag] [0]; - -docargument [] [] [6 - Pistol frenzy] [0]; - -docargument [] [] [7 - Bot team deathmatch] [0]; - -docargument [] [] [8 - Bot deathmatch] [0]; - -docargument [] [] [9 - Last swiss standing] [0]; - -docargument [] [] [10 - One shot, One kill] [0]; - -docargument [] [] [11 - Team One shot, One kill] [0]; - -docargument [] [] [12 - Bot One shot, One kill] [0]; - -docargument [] [] [13 - Hunt the Flag] [0]; - -docargument [] [] [14 - Team keep the flag] [0]; - -docargument [] [] [15 - Keep the flag] [0]; - - - -docident [osok] [Starts a map with the mode "One shot, One kill"]; - -docargument [M] [The name of the map you wish to play] [] [1]; - -docexample [osok ac_complex] []; - - - -docident [pf] [Starts a map with the mode "Pistol frenzy"]; - -docargument [M] [The name of the map you wish to play] [] [1]; - -docexample [pf ac_complex] []; - - - -docident [tdm] [Starts a map with the mode "Team Deathmatch"]; - -docargument [M] [The name of the map you wish to play] [] [1]; - -docexample [tdm ac_complex] []; - - - -docident [tktf] [Starts a map with the mode "Team keep the Flag"]; - -docargument [M] [The name of the map you wish to play] [] [1]; - -docexample [tktf ac_mines] []; - - - -docident [tosok] [Starts a map with the mode "Team one shot, One kill"]; - -docargument [M] [The name of the map you wish to play] [] [1]; - -docexample [tosok ac_complex] []; - - - -docident [ts] [Starts a map with the mode "Team survivor"]; - -docargument [M] [The name of the map you wish to play] [] [1]; - -docexample [ts ac_complex] []; - - - -docident [vip] [Starts a map with the mode "Hunt the Flag". Some players prefer the name "VIP" for this mode.]; - -docargument [M] [The name of the map you wish to play] [] [1]; - -docexample [vip ac_mines] []; - - - -docsection [Editing configs] - - - -docident [fog] [Sets the fog distance.]; - -docargument [N] [The fog distance] [0...1024, default is 160] [0]; - -docremark [You can do this for tweaking the visual effect of the fog, or if you are on a slow machine, setting the fog to a low value can also be a very effective way to increase fps (if you are geometry limited). Try out different values on big maps / maps which give you low fps. It is also good for asthetic features of maps especially when combined with "fogcolour".]; - - - -docident [fogcolour] [Sets the fog and clearing colour.]; - -docargument [C] [The colour] [Hexadecimal colour, default is 0x8099B3] [0]; - - - -docident [loadnotexture] [Binds a texture to be used if a slot couldn't be loaded with a given textures path.]; - -docargument [F] [file name of the texture to bind] [string] [0]; - -docremark [Binds the texture indicated in the filename to the texture slot of any textures that aren't found. The path is given exactly as with the texture-command, if it is omitted (or can't be loaded) the default is used. The default is located in packages/misc/notexture.jpg (not in packages/textures - where custom ones must reside!)]; - -docexample [loadnotexture // Reset to default] []; - -docexample [loadnotexture "makke/black.jpg" // Any missing texture will show up black] []; - - - -docident [loadsky] [Loads a skymap for a map.]; - -docargument [P] [path to the six skybox textures] [string] [0]; - -docremark [The available skymaps reside in packages/textures/skymaps/..]; - -docremark [To select a skymap you need to use the full path from "packages/" but only up to the underscore "_" in the filename.]; - -docexample [loadsky "textures/skymaps/makke/mountain"] []; - - - -docident [mapmodel] [Registers a mapmodel that can be placed in maps.]; - -docargument [R] [The square radius of the bounding box.] [Integer] [0]; - -docargument [H] [The height of the bounding box.] [Integer] [0]; - -docargument [Z] [The initial height offset from the ground.] [Integer] [0]; - -docargument [0] [This integer is redundant. Leave it at zero so you don't break the command.] [0] [0]; - -docargument [N] [The name of the map model] [string] [0]; - -docremark [A mapmodel registered with this command can be placed in a map using the 'newent mapmodel' command. The bounding box is an invisible force surrounding the model, allowing players to collide against it, instead of walking through the mapmodel. For more information about this command, read mapediting5.xml.]; - -docremark [Example: mapmodel 4 2 4 0 "modelname"]; - -docremark [This mapmodel has a bounding box of 8x8x2 in size (X/Y/Z) and by default hovers 4 units above ground.]; - - - -docident [mapmodelreset] [Resets the mapmodel slots/indices to 0 for the subsequent "mapmodel" commands.]; - -docremark [Each subsequent mapmodel command increases it again. See config/default_map_settings.cfg for an example.]; - - - -docident [mapsound] [Defines a mapsound.]; - -docargument [N] [Path to the sound file] [] [0]; - -docargument [V] [Volume adjustment] [1..255, default is 0] [0]; - -docargument [M] [Maximum simultaneous sounds] [default -1 (unlimited)] [0]; - -docremark [Registers the sound as a map-specific sound. These map-specific sounds may currently only be used with "sound" entities within a map. The first map sound registered in a map has slot/index number 0 and increases afterwards.]; - - - -docident [shadowyaw] [Shadow yaw specifies the angle at which shadow stencils are drawn on a map.]; - -docargument [D] [The angle in degrees to rotate the stencil shadows] [0...360, default is 45] [0]; - -docremark [When specifying shadowyaw, remember that the default angle is 45 degrees. The example below would make the shadows appear at 90 degrees (45 degrees more to the left).]; - -docexample [shadowyaw 90] []; - - - -docident [texture] [Binds a texture to the current texture slot.]; - -docargument [0] [This is a redundant value. Always leave this value as 0 here so it doesn't break your configurations.] [0] [0]; - -docargument [F] [File name of the texture to bind] [String] [0]; - -docremark [Binds the texture indicated in the filename to the current texture slot and increments the slot number.]; - - - -docident [texturereset] [Sets the texture slots/indicies to 0 for the subsequent "texture" commands.]; - -docremark [Each subsequent texture command increases it again. See config/default_map_settings.cfg for an example.]; - - - -docident [watercolour] [Determines the water colour in a map.]; - -docargument [R] [Red colour intensity] [Between 1 and 255] [0]; - -docargument [G] [Green colour intensity] [Between 1 and 255] [0]; - -docargument [B] [Blue colour intensity] [Between 1 and 255] [0]; - -docremark [You must define all 3 values, otherwise this command may not work correctly (use "1" as a placeholder if needed).]; - - - - + + + + + + + + + + + + + + + + This reference describes the commands and variables available in AssaultCube. + + + +
+ This section describes identifiers that are closely related to the CubeScript language. + + + Performs an addition. + + + Example: echo the sum of x and y is (+ $x $y) + + + + + + + + + + Performs a subtraction. + + + + + + + + Performs a multiplication. + + + + + + + + Performs a division. + + + + + + + + Performs a modulo operation. + + + + + + + + Determines if two values are equal. + + + + + + + + Determines if two values are not equal. + + + + + + + + Determines if a value is smaller than a second value. + + + + + + + + Determines if a value is bigger than a second value. + + + + + + + + Random value + + + + + + + Determines if two strings are equal. + + + + + + + + Controls the script flow based on a boolean expression. + + + + $x 10) [ echo x is bigger than 10 ] [ echo x too small ] + ]]> + + + + + + + + + + + Loops the specified body. + + + This command sets the alias you choose, as first argument, from 0 to N-1 for every iteration. + + + + + + + + + + + + + + + + + Loops the specified body while the condition evaluates to true. + + + This command sets the alias "i" from 0 to N-1 for every iteration. + Note that the condition here has to have [], otherwise it would only be evaluated once. + + + + + + + + + + + + + + + + Concatenates multiple strings with spaces inbetween. + + + + + + + output: hello world + + + + + + + + + + + Concatenates multiple strings. + + + The newly created string is saved to the alias 's'. + + + + + + + + + output: CubeScript + + + + + + + + + + + Grabs a word out of a string. + + + + + + + output: two + + + + + + + + + + + Searches a list for a specified value. + + + + + + + + Executes a command after specified time period. + + + + + + + Prints 'foo' to the screen after 1 second. + + + + + + + + + + The number of arguments passed to the current alias + + + +
+ +
+ + This section describes general identifiers. + + + + + Toggles the console. + + + + + + + Triggers a jump. + + default keys: space and right mouse. + + + + Contacts the masterserver and adds any new servers to the server list. + + The servers are written to the config/servers.cfg file. This menu can be reached through the Multiplayer menu. + + + + Returns the number of milliseconds since engine start. + + + echo (millis) + + + + + + seconds since the epoch (00:00:00 UTC on January 1, 1970) + + + echo (systime) + + + + + a list of values for current time + + format: YYYY mm dd HH MM SS + + + + echo (timestamp) "2008 08 08 08 08 08" + + + echo (timestamp) "2063 04 05 12 00 00" + + + echo (at (timestamp) 0) (at (timestamp) 2) (at (timestamp) 1) "2063 05 04" + + + + + representation of date + + format: Www Mmm dd hh:mm:ss yyyy + Use timestamp to create your own formatting. + + + + echo (datestring) "Sat Jun 7 17:08:35 2008" + + + + + the current time in (H)H:MM:SS format + + + echo (timestring) "12:34:56" + + + echo (timestring) "1:02:03" + + + + + Binds a key to a command. + + + To find out what key names and their default bindings are, look at config/keymap.cfg, + then add bind commands to your autoexec.cfg. + + + + + + + + + Executes a command on the release of a key/button. + + + This command must be placed in an action in a bind or in an alias in a bind. + + + + + bind CTRL [ echo "key pressed"; onrelease [ echo "key released" ] ] + + + + + + + + + + + Binds a name to commands. + + + It is possible to re-bind an alias, even during its evaluation. + + + Example: alias myalias [ echo "hello world"; alias myalias [ echo "I already said hello" ] ] + + + + + + + + + Quits the game without asking. + + + Moves the player forward. + + default keys: W and Up Arrow + + + + Moves the player backward. + + default keys: S and Down Arrow + + + + Moves the player left. + + default keys: A and Left Arrow + + + + Moves the player right. + + default keys: D and Right Arrow + + + + Fires the current weapon. + + default: left mouse button + + + + Sets mouse to "flight sim" mode. + + + + + + Sets the minimum number of milliseconds a frame should take. + + + This is for very fast machines that run Cube at hundreds of fps. + Default is 5, i.e. try to stay close to 200fps. + This command is not exact, i.e. the precise delay it generates depends on OS and other factors... + experiment with your ideal setting. + + + + + + + + Takes a screenshot. + + + Screenshots are saved to "screenshots/screenshotN.bmp", + where N is the number of milliseconds since the game was launched. + + + + + + + + Executes all commands in a specified config file. + + + + + + Sets up the keymap for the specified key. + + + You should never have to use this command manually, use "bind" instead. + + + + + + + + + + + + + Sets the mouse sensitivity. + + + With 'sensitivityscale' you can specify a number that the sensitivity is divided by. + + + + + + + + + + + Adds a server to the list of server to query in the server list menu. + + + + + + + Clears the list of secured maps. + + + + + + Adds a map to the list of secured maps. + + + Secured maps can not be overwritten by the commands sendmap and getmap. + + + + + + + + + + + + + Specifies if the AC client process should run under high priority. + + + If enabled, AC might get more CPU resources from the operating system. + This is useful when playing with bots or doing other resource intensive tasks. + + + This is only implemented for the Windows platform. Also it only takes effect if the game is run in fullscreen mode and if the window has focus. + + + + + + Determines if the current played map should be automatically downloaded if it is not available locally. + + + + Sets the correction value for clockfix. + + + if(clockfix) millis = int(millis*(double(clockerror)/1000000)); + + + + + + + + + + Enables correction of the system clock. + + + + + + + + Enable triangle debug. + + + Prints details while connecting triangles of 3d models. + + + + + + + Limits FPS of the game. + + + + + + Gets the maximum number of supported textures when performing multitexturing. + + + + + + Minimal level of detail. + + + + + Turns on/off use of acronyms instead of full modenames in the serverbrowser. + + + + + Determines if all settings should be reset when the game quits. + + + + It is recommended to quit the game immediately after enabling this setting. Note that the reset happens + only once as the value of this variable is reset as well. + + + + + + + + + + Determines the valid distance when extrapolating a players position. + + + + + + Determines the speed when extrapolating a players position. + + + + + + Determines how fast network throttling accelerates. + + + + + + + + + + Determines how fast network throttling decelerates. + + + + + + + + + + Determines the interval of re-evaluating network throttling. + + + + + + + + + + Swaps vertices of model triangles. + + + + + + Gets an integer representing the game version. + + + As example, version 1.0 is represented as value 1000. + + + + + Holds the current game mode. + + + + Indicates if a connection to a server exists. + + + + Sets the maximum value the display will roll on strafing. + + + + Sets the clients maximum downstream bandwidth. + + + Leaving it at 0 (the default) means the server will dynamically try to do the best thing, + this is recommended for players who don't have a clue what their bandwidth is + (setting your rate unoptimally is worse than not setting it all). + Modem players (56k) could try rate 4000 and tweak from there, dsl players can try rate 6000-10000. + Note that the more players on a server, the more critical the effect of your rate. + If you are tweak addicted, you can try playing with the variables throttle_decel + (how quickly to start dropping packets when your connection becomes bandwidth limited) + throttle_accel (how quickly to recover once bandwidth becomes available again) and + throttle_interval (how quickly to reestimate the situation). Change the defaults at your own risk. + + + + + +
+ +
+ + This section describes gameplay related identifiers. + + + + + Returns 1 if the local player is alive. + + + + + + Returns information on the current server - if you're connected to one. + + If I is 0 (omitted or any other value than the ones below) you will get a string with 'HOST:PORT IP DESC' + If I is 1,2 or 3 you will get the IP, HostName or port respectively. + If I is 4 you get a string representing the current state of the peer - usually this should be 'connected'. + + + + + + + + Loads up a map in the gamemode set previously by the 'mode' command. + + + If connected to a multiplayer server, it votes to load the map (others will have to type "map M" as well + to agree with loading this map). To vote for a map with a specific mode, set the mode before you issue the map command. + + + A map given as "blah" refers to "packages/maps/blah.cgz", "mypackage/blah" refers to "packages/mypackage/blah.cgz". + At every map load, "config/default_map_settings.cfg" is loaded which sets up all texture definitions, etc. Everything + defined there can be overridden per package or per map by creating a "mapname.cfg" which + contains whatever you want to do differently from the default. + + + When the map finishes it will load the next map when one is defined, otherwise it reloads the current map. + You can define what map follows a particular map by making an alias like (in the map script): alias nextmap_blah1 blah2 + (loads "blah2" after "blah1"). + + + + + + + + + + Returns the primary weapon on next respawn. + + + + + + Reloads the weapon. + + + + + + + Determines the skin of the current player. + + + + See the player model folder for the according skin-id. + + + + + + + + Sets the nick name for the local player. + + + + + + Outputs text to other players. + + + If the text begins with a percent character (%), + only team mates will receive the message. + + + + + + + + + Puts a prompt on screen. + + + + this puts a prompt on screen that you can type into, + and will capture all keystrokes until you press return (or esc to cancel). + If what you typed started with a "/", the rest of it will be executed as a command, + otherwise its something you "say" to all players. + + + + + + + + + + + + + + + + Connects to a server. + + + + If the server name ist omitted, the client will try to connect to an available server in the LAN. + If the port is omitted or set to 0, the default port will be used. + + + + + + connect 127.0.0.1 555 myServerPassword + + + + + + + + + + + + + + Connects to a server and tries to claim admin state. + + + This command will connect to a server just like the command 'connect' and + try to claim admin state. If the specified password is correct, the admin + will be able to connect even if he is locked out by ban, private master mode or taken client slots. + If successfully connected, bans assigned to the admin's host will be removed automatically. If all + client slots are taken a random client will be kicked to let the admin in. + + + If the server name ist omitted, the client will try to connect to an available server in the LAN. + If the port is omitted or set to 0, the default port will be used. + + + + + + connectadmin 127.0.0.1 777 myAdminPassword + + + + + + + + + + + + + + Leaves a server. + + + + Choose the mode of following. Either "chase" [3rd person] or "embody" [1st person]. + + + + Default to 1. + + + + + + + + + + + Sets the team for the local player. + + + + team CLA + + + + + + + + + Shows or hides the scores. + + + + + + Changes the weapon. + + + + + + Returns contents of current magazine. + + + + + + Returns contents of magazine reserve. + + + + + + Retrieves the last map that was sent to the server using 'sendmap'. + + + + + + + Toggle into spectator mode - only possible when you're dead! + + + + + + + + + Stops any demo recording or playback. + + + + + Returns 1 when the current game is being played from a demo, else 0. + + + + echo I am (at [not now] (watchingdemo)) watching a demo. "so, are you?" + + + + + + + Kills your player. You will lose 1 frag point and gain 1 death point when using this command. + + + + Plays a recorded demo. + + + Playback is interpolated for the player whose perspective you view. + + + + + + + + Shifts the camera to another demo player + + + + + + + Determines if bot waypoints should be seceleted using the crosshair. + + + + + Returns the remaining minutes of the currently played game. + + + + + Determines if the game should be paused. + + + + + Indicates if the weapons should be reloaded automatically. + + + + + Determines the FOV when scoping. + + + + + + + + + Determines if the mini-map should be shown on screen. + + + + + + Determines if scores should be shown on death. + + + + + Indicates if the footsteps sound should be played + + + + Maximum time span between player animation and the playback of the footstep sound + + + If the footstep sound would be played immediately when entering the radius of the other player, it would + not be synchronous to the player model animation. + + + + + + Sets the playback speed for a demo. + + To see the effect, the variable must be set before playing a demo. + + + + + Sets the gamespeed in percent. + + This does not work in multiplayer. For entertainment purposes only :) + + + + +
+ +
+ + + + + + In map edit mode you can select bits of the map by clicking or dragging your crosshair on the floor + or ceiling (using the "attack" identifier, normally MOUSE1), then use the identifiers below to + modify the selection. While in edit mode, physics and collision don't apply (noclip), and key repeat is ON. + Note that if you fly outside the map, cube still renders the world as if you were standing on the floor + directly below the camera. + + + Hotkey E + + + + + + + + + + + + Default keys are the six keys above the cursor keys, which each 2 of them cycle one type (and numpad 7/4 for upper). + + + The way this works is slightly strange at first, but allows for very fast texture assignment. All textures are in 3 individual lists for each type (both wall kinds treated the same), and each time a texture is used, it is moved to the top of the list. So after a bit of editing, all your most frequently used textures will come first when pressing these keys, and the most recently used texture is set immediately when you press the forward key for the type. These lists are saved with the map. make a selection (including wall bits) and press these keys to get a feel for what they do. + + + + + + + + + + + + Default keys are [ and ] for floor level, and o/p for ceiling. + + + + + + + + + makes the current selection all solid (i.e. wall) or all non-solid. + + + This operation retains floor/ceiling heights/textures while swapping between the two. Default keys f and g respectively. + + + + + + + + Levels the floor/ceiling of the selection. + + + default keys , and . + + + + + + + + Marks the current selection as a heightfield. + + + marks the current selection as a heightfield, with T being floor or ceiling, as above. + A surface marked as heightfield will use the vdelta values (see below) of its 4 corners to create a sloped surface. + To mark a heightfield as normal again (ignoring vdelta values, set or not) use "solid 0". + Default keys are h (floor) and i (ceiling). + + + Heightfields should be made the exact size that is needed, not more not less. + The most important reason for this is that cube automatically generates "caps" (side-faces for heightfields) + only on the borders of the heightfield. This also means if you have 2 independant heightfields accidentally + touch eachother, you will not get correct caps. Also, a heightfield is slightly slower to render than a + non-heightfield floor or ceiling. Last but not least, a heightfield should have all the same baseheight + (i.e. the height determined by a normal editheight operation) to get correct results. + + + + + + + + + + + changes the vdelta value of the current selection + + + Note that unlike all other editing functions, this function doesn't affect a cube, but its top-left vertex + (market by the dot in the editing cursor). So to edit a N * M heightfield, you will likely have to edit + the vdelta of (N+1) * (M+1) cubes, i.e. you have to select 1 row and 1 column more in the opposite direction + of the red dot to affect all the vertices of a heightfield of a given size (try it, it makes sense :) + + + A floor delta offsets vertices to beneath the level set by editheight (and a ceil delta to above). Delta offsets have a precision of a quarter of a unit, however you should use non-unitsize vertices only to touch other such vertices. Default keys are 8 and 9 to decrease/increase the vdelta. + + + + + + + + Makes the current selection into a "corner". + + + Currently there is only one type of corner (a 45 degree one), only works on a single unit (cube) at a time. + It can be positioned either next to 2 solid walls or + in the middle of 2 higher floorlevels and 2 lower ones forming a diagonal (and similar with ceiling). + + + In both cases, the corner will orient itself automatically depending on its neighbours, behaviour with other + configurations than the 2 above is unspecified. Since the latter configuration generates possibly 2 floor and + 2 ceiling levels, up to 4 textures are used: for example for the 2 floors the higher one will of the cube + itself, and the lower one of a neighbouring low cube. You can make bigger corners at once by + issuing "corner" on grid aligned 2x2/4x4/8x8 selections, with equal size solid blocks next to them. + + + + + + + + Multi-level undo of any of the changes caused by editing operations + + hotkey u + + + + Sets the number of megabytes used for the undo buffer. + + + undo's work for any size areas, so the amount of undo steps per megabyte is more for small areas + than for big ones (a megabyte fits 280 undo steps on a 16x16 area, but only 4 steps on a 128x128 area). + + + + + + + + Copies the current selection into a buffer. + + hotkey c + + + + Pastes a previously copied selection. + + + To paste a selection back requires a same size selection at the destination location. If it is not the same + size the selection will be resized automatically prior to the paste operation (with the red dot as anchor), + which is easier for large selections. + + + hotkey v + + + + + Repeats the last texture edit thruout the map. + + + The way it works is intuitive: simply edit any texture anywhere, then using "replace" will replace + all textures thruout the map in the same way (taking into account wether it was a floor/wall/ceil/upper too). + If the there was more than one "old" texture in your selection, the one nearest to the red dot is used. + This operation can't be undone. + + + + + Adds a new entity + + + (x,y) is determined by the current selection (the red dot corner) and z by the camera height, of said type. Type is a string giving the type of entity, such as "light", and may optionally take values (depending on the entity). + + + + + + + + + + + + Adds a new light entity + + + if only argument R is specified, it is interpreted as brightness for white light. + + + + + + + + + + + Adds a new spawn spot. + + The yaw is taken from the current camera yaw. + + + + Adds a new ammo box item. + + + Adds a pistol magazine item. + + + Adds a new grenades item. + + + Adds a new health item. + + + Adds a new armour item. + + + Adds a new akimbo item. + + + Adds a map model to the map (i.e. a rendered md2/md3 model which you collide against but has no behaviour or movement) + + + The mapmodel identifier is the desired map model which is defined by the 'mapmodel' command. The order in which + the mapmodel is placed in the map config file defines the mapmodel indentifier. + The map texture refers to a texture which is defined by the 'texture' command, if omitted the + models default skin will be used. The 'mapmodel' and 'texture' commands are placed in the map config normally. + Mapmodels are more expensive than normal map geometry, so do not use insane amounts of them to replace normal geometry. + + + + + + + + + + Adds a CTF flag entity. + + + Note that this entity is only rendered as flag if the current game mode is CTF. + + + + + + + + Adds a ladder entity. + + + Note that this entity is used for physics only, to create a visual ladder you + will need to add a mapmodel entity too. + + + + + + + + + + + Adds a sound entity. + + + Will play map-specific sound so long as the player is within the radius. + However, only up to the max uses allowed for N (specified in the mapsound command) will play, even if the player is within the radius of more N sounds than the max. + By default (size 0), the sound is a point source. Its volume is maximal at the entity's location, and tapers off to 0 at the radius. If size is specified, + the volume is maximal within the specified size, and only starts tapering once outside this distance. Radius is always defined as distance from the entity's location, + so a size greater than or equal to the radius will just make a sound that is always max volume within the radius, and off outside. + + + + + + + + + + + + + + Deletes the entity closest to the player + + hotkey x + + + + Changes property of the closest entity. + + For example 'entproperty 0 2' when executed near a lightsource would increase its radius by 2. + + + + + + + + Deletes all entities of said type. + + + + + + Recomputes all there is to recompute about a map, currently only lighting. + + hotkey R + + + + Saves the current map. + + + savemap makes a versioned backup (mapname_N.BAK) if a map by that name already exists. + If the name argument is omitted, it is saved under the current map name. + + + Where you store a map depends on the complexity of what you are creating: if its a single + map (maybe with its own .cfg) then the "base" package is the best place. If its multiple maps + or a map with new media (textures etc.) its better to store it in its own package (a directory under "packages"), + which makes distributing it less messy. + + + + + + + + + + + Creates a new map. + + + The new map has 2^S cubes. For S, 6 is small, 7 medium, 8 large. + + + + + + + + Enlarges the current map. + + + This command will make the current map 1 power of two bigger. + So a 6 size map (64x64 units) it will become a 7 map (128x128), + with the old map in the middle (from 32-96) and the new areas solid. + + + + + + + + Sets the map message, which will be displayed when the map loads. + + You will need to use quote marks around the message, otherwise it save the message correctly. + For example: /mapmsg "Map By Author" + + + + + + + Sets the global water level for the map. + + + Every cube that has a lower floor than the water level will be rendered with a nice wavy + water alpha texture. Water physics will be applied to any entity located below it. + + + Performance notes: water is rendered for a whole square encapsulating all visible water areas + in the map (try flying above the map in edit mode to see how). So the most efficient water is + a single body of water, or multiple water areas that are mostly not visible from eachother. + Players can influence how accurate the water is rendered using the "watersubdiv" command (map config). + + + + + + + + Sets all light values to fullbright. + + Will be reset when you issue a 'recalc'. Only works in edit mode. + + + + + + + Toggles between showing what parts of the scenery are rendered. + + + Shows what parts of the scenery are rendered using what size cubes, and outputs some statistics about it. + This can give map editors hints as to what architecture to align, textures to change, etc. + + + + + Turns occlusion culling on and off. + + + The reason one may want to turn it off is to get an overview of the map from above, + without having all occluded bits stripped out. + + + + + Makes a slope out of the current selection. + + + The selection must be a heightfield before this command can be used. + The steps specify the slope with the red vertex as left-top, + i.e. "slope 1 2" will make a slope that increases just 1 step from left to right, + and is slightly steeper from top to bottom. "slope -6 0" decreases steeply from left to right, + and does not slope at all from top to bottom. Note that like the vdelta command, + an increasing vdelta goes further away from the player, regardless of floor or ceiling. + + + + + + + + + Makes an arch out of the current selection. + + + The selection must be a heightfield before this command can be used. + Will make the arch in the long direction, i.e when you have 6x2 cubes selected, the arch will span 7 vertices. + Optionally, sidedelta specifies the delta to add to the outer rows of vertices in the other direction, + i.e. give the impression of an arch that bends 2 ways (try "arch 2" on an selection of atleast 2 thick to see the effect). + Not all arch sizes are necessarily available, see config/prefabs.cfg. + + + + + + + + Defines a vertex delta for a specific arch span prefab, used by the 'arch' command. + + See config/prefabs.cfg for an example on usage. + + + + + + + + + Generates a perlin noise landscape in the current selection. + + + Keep the seed the same to create multiple perlin areas which fit with eachother, + or use different numbers if to create alternative random generations. + + + + + + + + + + Selects the given area, as if dragged with the mouse. + + + This command is useful for making complex geometry-generating scripts. + The current dimensions of the selection (either created by the user or this command) + are in the variables selx, sely, selxs and selys and can also be read/modified. + + + Coordinates are as follows: after a "newmap 6" the top-left corner (the one where the red dot points) are (8,8), + the opposite corner is (56,56) (or (120,120) on a "newmap 7" etc.). + + + + + + + + + + + + + + + + + Registers a sound. + + + This command returns the sound number, which is assigned from 0 onwards, + and which can be used with "sound" command. If the sound was already registered, + its existing index is returned. registersound does not actually load the sound, this is done on first play. + + + See for example config/sounds.cfg. + + + + + + + + + + + Scales all lights in the map. + + + This command is useful if a map is too dark or bright but you want to keep the light entities where they are. + + + + + + + + + A variable indicating if the game is in editmode. + + + + A variable indicating if the player looks at the floor or at the ceiling. + + + + Used to finetune the "overbright lighting" rendering feature when enabled. + + + After changing this value, a "recalc" is needed to see the differences. + + + + + + + + +
+
+ This section describes identifiers related to the menu gui. + + + Specifies a block of commands to be executed when menu opens. + + + + + + + + + Creates a new menu. + + + + + + + + + Creates a new menuitem. + + + If the action argument is omitted, + then it will be set to the same value as the description. + Upon pressing return, the associated action will be executed. + See config/menus.cfg for examples. + + + + + + + + + + + + Displays the specified menu. + + + The menu allows the user to pick an item with the cursor keys. + Upon pressing return, the associated action will be executed. + Pressing ESC will cancel the menu. + + + + + + + + Specifies a model to render while displaying the last added menu. + + + + + + + + + Changes the menu model of a specified menu. + + + + + + + + + + + + +
+
+ This section describes the identifiers to configure the head-up display (HUD). + + + Recreates the minimap for the current map. + + + + + + Executes the specified command in the command line history. + + + For example, binding "history 1" to a key allows you to quickly repeat the last + command typed in (useful for placing many identical entities etc.) + + + + + + + + + Allows to browse through the console history by offsetting the console output. + + + + + + + + + + + Sets the resolution for the minimap. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Turns on/off display of fps/rendering stats on the HUD. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Sets the size of your crosshair. + + + The crosshair is turned off entirely if the size is set to 0. + + + + + + Turns on or off crosshair effects. + + + When on, the crosshair will go grey when the weapon is reloading, orange when health is 50 or red when is 25. + + + + + + + + + + + + + + +
+
+ This section describes identifiers to configure the visuals. + + + Sets the field of view (fov). + + + + + + + + + + + + + + + + + + + + + Sets the number of gibs to display when performing a "messy" kill (grenade, knife, sniper headshot). + + Larger values are more spectacular, but can slow down less powerful machines. Reducing gibttl may help in this case. + + + + + + + + + Sets the time for gibs to live (in milliseconds), after which they will disappear. + + + + + + + + Sets the velocity at which gibs will fly from a victim. + + + + + + + + Sets the team display mode. + + + In mode 0 team display is disabled + In mode 1 players will be rendered with a colored vest to make the teams distinguishable. + In mode 2 almost the whole suit of the players will be colored. These display modes are only + applied in team gamemodes. + + + + + + Sets the size/resolution of the dynamic shadow data. + + + + Sets the display size of the dynamic shadows. + + + + Sets if dynamic shadows should be saved to disk. + + + + Sets the alpha value (transparency) for dynamic shadows. + + + + + + + + + + + + + + + + + + + + + + + + + + + + Determines wether dynamic shadows and lights are rendered, providedjust incase they slow your fps down too much. + + + With radius you can specify the radius of a dynamic light, + smaller to maybe gain some speed (0 is off entirely), + or bigger to see the effect of dynamic shadows more dramatically + (try shooting it past some pillars that have a dark area on the other side... or use the "gamespeed" variable). + + + + + + Determines the subdivision of the water surface in maps. + + + Must be a power of 2: 4 is the default, 8 is recommended for people on slow machines, + 2 is nice for fast machines, and 1 is quite OTT. See "waterlevel" (edit reference) + on how to add water to your own levels. + + + + + + + + + + + + + + + + + + Enables or disables fullscreen. + + Not supported on Windows and Mac. + + + + + Sets the level of fullscreen antialiasing (FSAA). + + + + Sets the screen width. + + + + Sets the screen height. + + + + Sets the bits per pixel value. + + + + Sets the bits for the depth buffer. + + + + Enables or disables vsync. + + + + Sets the hardware gamma value. + + + May not work if your card/driver doesn't support it. + + + + + + Allows to finetune the amount of "error" the mipmapper/stripifier allow themselves for changing lightlevels. + + + If this variable is changed this during play, + a "recalc" is needed to see the effect. + + + + + + + + + + + + + + + + + + + + + + + + + + + Scales all particles. + + + + Sets the time available for interpolation between model animations. + + + + + + +
+
+ This section describes all identifiers related to music and sound effects. + + + Plays the specified sound. + + + See config/sounds.cfg for default sounds, and use registersound to register your own. + For example, sound 0 and sound (registersound "aard/jump") both play the standard jump sound. + + + + + + + + Mute a specific game sound. + + + + + + + + + Unmutes all previously muted sounds. + + + + + + Specifies the interval for checking mapsounds. + + If set to value 0, the map sounds will be checked in every frame without any interval limitation. + + + + + + + + + Enables verbose output for debugging purposes. + + + + Each subsequent played sound's gain-value is scaled by this percentage. + + + This lowers the gain of the sounds before they are mixed, this might be useful in cases when the mixer has problems with too high gain values. + + + + + + Sets the music volume. + + + + + + + Enables or disables the audio subsystem in AC. + + + + Sets the desired amount of allocated sound channels. + + + AC will try to allocate that number of channels but it is not guaranteed to succeed. + + + + + + + + + + + + + + + + + + + + + + + + + + + Sets the sound volume for all sounds. + + + +
+
+ This section describes all indentifiers related to the ingame documentation reference. + + + Adds a new section to the ingame documentation. + + + + + + + + + Adds a new identifier documentation to the last added section. + + + An identifier represents a command or variable. The new identifier + + + The name may countain spaces to create a "multipart" identifier documentation + that can be used to describe a complex argument as a single pseudo identifier, + look at the examples. + + + + + docident fov "Sets the field of view." + + + docident "newent light" "Adds a new light entitiy." + + + + + + + + + + + + + + + + + + + Adds a new argument documentation to the last added identifier. + + + An argument represents either a command argument or a variable value. + + + The last argument of an identifier can be flagged as variable-length + to indicate that it represents an unknown number of arguments. + + + + + + + + + + + + + + Adds a new documentation remark to the last added identifier. + + + + + + + + + Adds an example to the last added identifier. + + + + + + + Adds a new documentation reference to an identifier. + + + The new reference is added to the last added identifier documentation. + + + + + + + + + + + + + Outputs a list of yet undocumented identifiers (commands,variables, etc) + + + If the one argument is omitted, only the builtin identifiers will be listed. Therefore specify the argument + other identifers like aliases should be included too. + + + Note that the list also includes identifiers that contain the substrings "TODO" or "UNDONE" in their documentation. + + + + + + + + + + + + + Outputs a list of identifer documentations that do not match any existing identifer. + + + Multipart identifiers are not included in this list, see 'docident'. + + + + + + + + + + Searches the ingame docs for identifier documentations matching the specified search string. + + + The name, description and remarks are included in the search. + + + + + + + + + + + + + Writes out a base XML documentation reference containing templates for the builtin identifiers. + + + The generated reference is written to "config/autogenerated_base_reference.xml" by default. + The three arguments can be changed later on in the generated XML document. + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ + This section lists commands used by the client that communicate to the server. + Most are used for server administration. + Also see the "mode" section and the "map" command which also + communicate to the server. + + + + + + Sets automated team assignment. + + + + + + + + + + + + Temporarally bans the specified player from the server. + + + + Temporary ban duration is fixed at 20 minutes. + + + + + + + + + + + + + Calls a vote on the server. + + + This command is wrapped by aliases for better usability and is used to action votes such as ban, kick, etc. + See config/admin.cfg for actual uses. + + + + + + + + + + + + Forces the specified player to join the enemy team. + + + + + + + + + + + + Gives admin state to the specified player. + + + + Requires admin state. The admin will lose his admin state after successfully issuing this command. + + + + + + + + + + + + + Kicks the specified player from the server. + + + + + + + + + + + + Sets the mastermode for the server. + + + + If the mastermode is set to 'private', no more clients can join the server. + Default is 'open' which allows anyone to join the server. + + + + + + + + + + + + + Removes all temporary bans from the server. + Temporary bans are normally automatically removed after 20 minutes. + + + + + + + + + + Sends the current map to the server and sends other players a message about it. + + + + If the map argument is specified, the map is first saved and then reloaded before sending it. + Note: It's always required to be on the map one wants + to send before issuing this command! + + + + + + + + + + + + Claims or drops admin status. + + + Successfully claiming admin status makes all other player votes invalid. + Failed logins result in an auto kick. + The admin is granted the right to kick, ban, remove bans, set autoteam, set shuffleteam, change server + description (if enabled), change map, change mastermode, force team, change mode, record demos, stop demos + and clear demo(s) - All without needing votes from other users. + In the scoreboard, the admin will be shown as a red colour. + + + + + + + + + + + + + + + + +
+ + +
+ + + + Starts a map with the mode "Co-op edit" + + + See the co-op edit section in page 4 of the map editing guide for more information. + + + + + + coop ac_newmap + + + + + + + + + + Starts a map with the mode "Capture the Flag" + + + + ctf ac_mines + + + + + + + + + + Starts a map with the mode "Deathmatch" + + + + dm ac_complex + + + + + + + + + + Starts a map with the mode "Hunt the Flag" + + + + htf ac_mines + + + + + + + + + + Starts a map with the mode "Keep the Flag" + + + + ktf ac_mines + + + + + + + + + + Starts a map with the mode "Last man standing" + + + + lms ac_complex + + + + + + + + + + Starts a map with the mode "Last swiss standing" + + + + lss ac_complex + + + + + + + + + + Sets the gameplay mode to N for the next map loaded. You will need to define mode before loading the map or it will + stay as the last mode played. + + + + + + + + + + + + + + + + + + + + + + + + + Starts a map with the mode "One shot, One kill" + + + + osok ac_complex + + + + + + + + + + Starts a map with the mode "Pistol frenzy" + + + + pf ac_complex + + + + + + + + + + Starts a map with the mode "Team Deathmatch" + + + + tdm ac_complex + + + + + + + + + + Starts a map with the mode "Team keep the Flag" + + + + tktf ac_mines + + + + + + + + + + + Starts a map with the mode "Team one shot, One kill" + + + + tosok ac_complex + + + + + + + + + + Starts a map with the mode "Team survivor" + + + + ts ac_complex + + + + + + + + + + Starts a map with the mode "Hunt the Flag". Some players prefer the name "VIP" for this mode. + + + + vip ac_mines + + + + + + + + + +
+ +
+ + All the below commands are used specifically in map configuration files. + Some of these commands can also be used without the need of a map configuration file. + + + + + Sets the fog distance. + + + You can do this for tweaking the visual effect of the fog, or if you are on a slow machine, + setting the fog to a low value can also be a very effective way to increase fps (if you are geometry limited). + Try out different values on big maps / maps which give you low fps. It is also good for asthetic features of maps + especially when combined with "fogcolour". + + + + + + + + + + + + Sets the fog and clearing colour. + + + + + + + + + + + Binds a texture to be used if a slot couldn't be loaded with a given textures path. + + + + Binds the texture indicated in the filename to the texture slot of any textures that aren't found. + The path is given exactly as with the texture-command, if it is omitted (or can't be loaded) the default is used. + The default is located in packages/misc/notexture.jpg (not in packages/textures - where custom ones must reside!) + + + + + loadnotexture // Reset to default + + + loadnotexture "makke/black.jpg" // Any missing texture will show up black + + + + + + + + + + + + + Loads a skymap for a map. + + + The available skymaps reside in packages/textures/skymaps/.. + + + To select a skymap you need to use the full path from "packages/" + but only up to the underscore "_" in the filename. + + + + + + + + + loadsky "textures/skymaps/makke/mountain" + + + + + + + Registers a mapmodel that can be placed in maps. + + + A mapmodel registered with this command can be placed in a map using the 'newent mapmodel' command. + The bounding box is an invisible force surrounding the model, allowing players to collide against it, instead + of walking through the mapmodel. For more information about this command, read mapediting5.xml. + + + Example: mapmodel 4 2 4 0 "modelname" + + This mapmodel has a bounding box of 8x8x2 in size (X/Y/Z) and by default hovers 4 units above ground. + + + + + + + + + + + + + + + + + Resets the mapmodel slots/indices to 0 for the subsequent "mapmodel" commands. + + Each subsequent mapmodel command increases it again. See config/default_map_settings.cfg for an example. + + + + + + + + + Defines a mapsound. + + + Registers the sound as a map-specific sound. These map-specific sounds may currently + only be used with "sound" entities within a map. The first map sound registered in a map has slot/index number 0 + and increases afterwards. + + + + + + + + + + + + + + Shadow yaw specifies the angle at which shadow stencils are drawn on a map. + + + + + shadowyaw 90 + + + + + + + + + When specifying shadowyaw, remember that the default angle is 45 degrees. The example below + would make the shadows appear at 90 degrees (45 degrees more to the left). + + + + + + Binds a texture to the current texture slot. + + + Binds the texture indicated in the filename to the current texture slot and increments the slot number. + + + + + + + + + + + + + + Sets the texture slots/indicies to 0 for the subsequent "texture" commands. + + Each subsequent texture command increases it again. See config/default_map_settings.cfg for an example. + + + + + + + + + Determines the water colour in a map. + + + + + + + + + + + + You must define all 3 values, otherwise this command may not work + correctly (use "1" as a placeholder if needed). + + + + + +
+ +
+