txt and cfg update, weapon aliases
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@295 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -33,11 +33,17 @@ bind A left
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bind S backward
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bind D right
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alias primary [ weapon 0 ]
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alias secondary [ weapon 1 ]
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alias grenades [weapon 3 ]
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alias melee [ weapon 2 ]
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bind 1 "primary"
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bind 2 "secondary"
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bind 3 "grenade"
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bind 3 "grenades"
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bind 4 "melee"
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bind R reload
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bind MOUSE2 [ scoped 1; onrelease [scoped 0]]
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+21
-1
@@ -35,7 +35,27 @@ so choosing the right texture for the job might take some time.
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- don´t use a mapmodel just because it´s there, it must be somewhat reasonable
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-less is more if placed well ;)
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- There _must_ be one start place for each (2) teams. (commands tba)
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- There _must_ be one start place for each (2) teams, and spawns for the non-team modes.
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newent playerstart 0 //adds a CLA spawn
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newent playerstart 1 //adds a RVSF spawn
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newent playerstart 100 //adds a ffa spawn
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- CTF
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CTF maps must be balanced and big enough.
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/newent ctf-flag 0 //adds the CLA flag
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/newent ctf-flag 1 //adds the RVSF flag
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Ladders
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Add the appropriate ladder model, then
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/newent ladder
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Just check the exsisting maps for correct placement.
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The map should be 'a line' between these place, there must be more than one way to rush from the one place to the other,
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like (as example) cs maps.
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+4
-4
@@ -84,10 +84,10 @@ Just modify your autoexec.cfg accordingly.
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Example:
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bind f "weapon_primary"
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bind e "weapon_secondary"
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bind c "weapon_melee"
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bind q "weapon_grenade"
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bind f "primary"
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bind e "secondary"
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bind c "melee"
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bind q "grenade"
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------------------------ Gamemodes ---------------------
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