*update*
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2310 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -109,12 +109,19 @@
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</tr>
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<tr>
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<td>
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P
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P
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</td>
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<td>
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Moves cubes in the ceiling upwards.
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</td>
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</tr>
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<tr>
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<td>
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</td>
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<td>
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<b>Note:</b> The <a href="#mouse">mouse controls are easier</a>.
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</td>
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</tr>
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<tr>
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<td>
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F
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@@ -292,7 +299,7 @@
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</tr>
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</table>
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<h3>Mouse controls</h3>
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<h3 id="mouse">Mouse controls</h3>
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<table>
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<tr>
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<td width="150">
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@@ -10,7 +10,7 @@
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Prior to reading this, please learn the controls and interface <a href="mapediting1.xml">here</a>.
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</p>
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<p>
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To begin map editing, while in AssaultCube, press the letter <b>E</b> which toggles editmode. AssaultCubes map editor is built into the client,
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To begin map editing, while in AssaultCube, press the letter <b>E</b> which toggles editmode. AssaultCubes map editor is built into the game,
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so its easy to learn and you don't need to download any special tools to get started.
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<br />Note: Because of how the <a href="cubeengine.xml">cube engine works</a> there are some limitations to what you can create, but
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there are also some clever work-arounds you can use to get what you want.
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@@ -128,7 +128,7 @@
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If they aren't, they will become glitchy.
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</li>
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<li>
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Heightfields <b>can't</b> be corners too.
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Heightfields <b>can't</b> be a solid or a corner!
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</li>
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<li>
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Pickups placed on heightfields will remain at the original height of the cube that was heightfielded.
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