[DOCS] More mapping guidance :)
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2309 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
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@@ -82,13 +82,22 @@
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</li>
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</ul>
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<h2>Modding</h2>
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<h2>Mapping/Modding</h2>
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<ul>
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<li>
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<a href="mapediting1.xml">Map editing: Interface & controls</a> - An introduction to the interface & controls used in map editing.
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</li>
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<li>
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<a href="mapediting2.xml">Map editing: Introduction</a> - Start map editing!
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<a href="mapediting2.xml">Map editing: Beginners</a> - Start map editing!
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</li>
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<li>
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<a href="mapediting3.xml">Map editing: Entities</a> - Learn how to place lights, spawns, mapmodels, etc.
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</li>
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<li>
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<a href="mapediting4.xml">Map editing: Tips</a> - Some handy tips that aren't mentioned elsewhere.
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</li>
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<li>
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<a href="mapediting5.xml">Map editing: Config files</a> - Learn how to add custom content through the configuration files.
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</li>
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<li>
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<a href="mappers_readme.txt">Mappers readme</a> - Information about creating maps suitable for the
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@@ -251,7 +251,7 @@
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<p>
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AssaultCube offers 7 different multi-player game modes, 3 single-player game modes and 1 mode for co-operative map editing.
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Information about co-operative editing can be found in <a href="mapediting2.xml#co-op">Map editing: Beginners</a>.
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Information about co-operative editing can be found in <a href="mapediting4.xml#co-op">Map editing: Tips</a>.
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</p>
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<h3>Multi-player modes</h3>
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<p>
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@@ -27,27 +27,29 @@
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<td>
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<b>Heightfield cubes</b><br />
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<p>
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These are the light green cubes in the grid.<br /> These cubes indicate heightfields, which will be explained later <a herf="#LINK">here</a>.
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These are the light green cubes in the grid.<br /> These cubes indicate heightfields, which will be explained
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later <a href="mapediting2.xml#heightfield">here</a>.
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</p>
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</td>
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</tr>
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<tr>
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<td><img src="pics/editmode-entity.jpg" alt="Indicates an entity"/></td>
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<td><img src="pics/editmode-entity.jpg" id="sparkles" alt="Indicates an entity"/></td>
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<td>
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<b>Entity sparkles</b><br />
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<p>
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These are shown as blue sparkly things. They are known as "entities", which will be explained later <a herf="#LINK">here</a>.
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These are shown as blue sparkly dots. They are known as "entities", which will be explained later <a href="mapediting3.xml">here</a>.
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</p>
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</td>
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</tr>
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<tr>
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<td><img src="pics/editmode-selector.jpg" alt="Selects cubes"/></td>
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<td><img src="pics/editmode-selector.jpg" id="selector" alt="Selects cubes"/></td>
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<td>
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<b>Cube selector</b><br />
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<p>
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This appears as a small white box with a red dot in the corner. It will appear in the middle of the screen and you can use it to select
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geometery, a bit like a crosshair. <br />The red dot indicates which corner of a cube you are manipulating, if you are using heightfields,
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or where your entity will be placed if you are creating an entity, but you don't need to worry about knowing how to use that red dot just yet.
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geometery, a bit like a crosshair. <br />The red dot indicates which corner of a cube you are manipulating, if you are using
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<a href="mapediting2.xml#heightfield">heightfields</a>, or where your <a href="mapediting3.xml">entity</a>
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will be placed if you are creating an entity.
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</p>
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</td>
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</tr>
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@@ -56,8 +58,7 @@
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<td>
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<b>"Nearest entity" text</b><br />
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<p>
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This is the white writing along the bottom. It will tell you the locaton of the closest entity and its properties, but you don't need
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to worry about how to use that just yet.
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This is the white writing along the bottom. It will tell you the locaton of the closest entity and its properties.
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</p>
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</td>
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</tr>
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+67
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@@ -31,7 +31,9 @@
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</p>
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<p>
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You can save your map at any time by typing: <i>/savemap</i> and then the name you would like it saved as. The map gets
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saved in the <i>packages/maps</i> directory. Save your map often, to avoid the frustration of losing all of your work if something goes wrong.
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saved in the <i>packages/maps</i> directory. Save your map often, to avoid the frustration of losing all of your work if something goes wrong.
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Each time you do save your map, a backup of your last save is created with a timestamp that ends with the extension ".BAK".
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If you need to utilize these backups, all you will need to do, is rename the ".BAK" extension to ".cgz".
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</p>
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<p>
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<b>Note:</b> Make sure when you start a map, to use the <i>/newmap</i> command, rather than editing an existing map, otherwise your map may get saved
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@@ -50,7 +52,7 @@
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by simply manipulating the geometry.
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</p>
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<p>
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There are five different ways to manipulate geometry:
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There are six different ways to manipulate geometry:
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<ul>
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<li>
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Make cubes "solid".
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@@ -65,7 +67,10 @@
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Move cubes in the ceiling.
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</li>
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<li>
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Manipulate cubes by using heightfields (a bit more complex, so this is covered later).
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Turn a cube into a corner
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</li>
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<li>
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Manipulate cubes by using heightfields.
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</li>
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</ul>
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</p>
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@@ -74,6 +79,7 @@
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The reason we are covering solids and spaces, before moving cubes, is because solids block visibility and do not need to be rendered, so they
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are more efficient to use in maps. The use of solids in a map is <u>essential</u> to creating a good map. Without enough solids AssaultCube maps
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would lag too much for the average user and would be unplayable. Solids are also easy to create and can be used to make walls with a single keystroke!
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<br /><b>Tip:</b> When you've finished your map, change any unused space into solids.
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</p>
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<ul>
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<li>
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@@ -103,6 +109,50 @@
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</p>
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</li>
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</ul>
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<h3>Corners</h3>
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<p>
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Corners are simple to create. Select a cube and press <b>K</b>. This will cut the cube in half diagonally, keeping one
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half and giving the other half to the nearest cube - making it a corner. The corner needs to be a power of 2 squares
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for this to work. To undo this a corner, press <b>G</b>.
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</p>
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<h3 id="heightfield">Heightfields</h3>
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<p>
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You can use heightfields to manipulate the corners of cubes and create slopes/arches. Heightfields are somewhat restrictive, so there are a
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few things to know about before creating a heightfield:
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<ol>
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<li>
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On a single cube, only the floor <b>OR</b> the ceiling can be a heightfield. A single cube can't have both.
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</li>
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<li>
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All cubes that are going to be heightfielded need to be level (the same height) as each other if they are right next to each other.
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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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</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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</li>
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<li>
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Sometimes, when saved, textures on the wall/upper-wall part of a heightfield (or its surrounding cubes) may change.
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To fix this, try selecting all cubes in the surrounding area of this heightfield and change them to the texture you wanted.
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</li>
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</ol>
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To create a heightfield, select a cube and press "<b>H</b>" or "<b>I</b>". "H" allows the heightfield to occur on the
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floor and "I" allows the heightfield to occur on the ceiling. You can hold down <b>Q and scroll</b> to manipulate each
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corner that the red dot on the <a href="mapediting1.xml#selector">cube selector</a> is, or you can use <b>8</b> or <b>9</b>
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to move the cubes corner up/down. To undo a heightfield, press <b>G</b>.
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</p>
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<p>
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Slopes and arches can be created by selecting an area and using the arch or slope command.
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</p>
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<p>
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<b>Slopes:</b> Type <b>/slope X Y</b>. Replace "X" and "Y" with different numbers to make your slope shape in different
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directions (you can use negative values here, for example: <i>/slope 0 -2</i>).
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</p>
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<p>
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<b>Arches:</b> Type <b>/slope X</b> and replace "X" with a number to create different types of arches.
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</p>
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<h2>Textures</h2>
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<p>
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@@ -172,25 +222,20 @@
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<br />Note: The "upper-wall" are the sides of the wall that protrudes from the ceiling.
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</p>
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<h2>Useful commands</h2>
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<h3>Undo</h3>
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<p>
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Pressing <b>U</b> will undo the last texture/geometry action that was done. It will not undo entities.
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</p>
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<h3>Copy/paste</h3>
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<p>
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Selecting some cubes and pressing <b>C</b> will copy them. Then, select a cube and press <b>V</b> to paste it.
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The cubes will be pasted from the red dot on the <a href="mapediting1.xml#selector">cube selector</a>.
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</p>
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<h2 id="co-op">Co-operative map editing</h2>
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<p>
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Co-operative map editing lets you build and modify maps with others easily. This mode allows you to edit maps online with other players
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who could help speed up repetitive or boring tasks, bring in fresh ideas or spot errors you may have missed.
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</p>
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<p>
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To start co-operative map editing, when in a server, type: <i>/mode 1</i> and then type: <i>/map</i> and then your mapnames name and press ENTER.
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You will have to of made a "newmap" previous to entering the server to be able to co-op edit it.
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</p>
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<p>
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You will then need to <b>send</b> the map. You can do this by typing: <i>/sendmap</i> and then your mapnames name and press ENTER. Note: Custom
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materials can't be sent, they will have to be downloaded another way if you are using them. If you are using a custom "cfg" file, it will automatically
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be sent with the map, if there is a cfg file present.
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</p>
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<p>
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Note: Some useful editing commands can't be used in co-op editing, such as: copy, paste, slope, arch, undo, etc.
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</p>
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<h4>
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The next step? Go to <a href="mapediting3.xml">Map editing: Entities</a> to learn how to place lights, spawns, etc.
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</h4>
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</body>
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</html>
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@@ -0,0 +1,186 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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<?xml-stylesheet type="text/xsl" href="transformations/cubedoc2xhtml.xslt"?>
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<html xmlns="http://www.w3.org/1999/xhtml" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" lang="en" xml:lang="en">
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<head><title>Map editing: Entities</title></head>
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<body>
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<h1>Entities</h1>
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<p>
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<a href="mapediting1.xml#sparkles">Entities</a> are shown as blue sparkly dots when in edit mode.
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They are used for adding non-geometery/texture items, such as:
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<ul>
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<li>
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<a href="#light">Lights</a>
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</li>
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<li>
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<a href="#pickup">Item pickups</a>
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</li>
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<li>
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<a href="#spawn">Spawn points</a>
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</li>
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<li>
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<a href="#models">Mapmodels</a>
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</li>
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<li>
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<a href="#ctf">CTF flags</a>
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</li>
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<li>
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<a href="#ladders">Ladders</a>
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</li>
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<li>
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<a href="#sounds">Ambient sounds</a>
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</li>
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</ul>
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</p>
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<p>
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Each of these entities will be explained soon. All entities are added by the <b>/newent</b> command (or through the editing menu).
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When adding entities, they are always added to the red dot on the corner of the cube that you selected and at the height of
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which you are currently hovering (note: the physical entity created will always drop down to the ground).
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</p>
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<p>
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Some useful commands to use with entities:
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<ul>
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<li>
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<b><a href="reference.xml#identifier_delent">/delent</a></b> - Typing <i>/delent</i> (you can also press "backspace") will delete the nearest entity.
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The nearest entity can be found by reading the white text along the bottom of your screen which tells
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you the type of entity that you are nearest to and the properties of that entity.
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</li>
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<li>
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<b><a href="reference.xml#identifier_entproperty">/entproperty</a></b>
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</li>
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<li>
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<b><a href="reference.xml#identifier_clearents">/clearents</a></b>
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</li>
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</ul>
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</p>
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<h2 id="light">Lighting</h2>
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<p>
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<b>Tips:</b>
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<ul>
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<li>
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To temporarally light up a map so you can edit it easily, type: <b>/fullbright 1</b>. To remove fullbright, type: <b>/recalc</b>.
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</li>
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<li>
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Make sure gamma is turned back to the defaults when you're editing so you can properly judge how a lighting will look to an average user.
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</li>
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</ul>
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</p>
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<p>
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Lights can be added typing "<b>/newent light</b>" and then a number between 1 and 32 to define the size of the light (the radius)
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and then a number between 1 and 255 to define the brightness.
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</p>
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<p>
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Coloured lighting can be added typing "<b>/newent light</b>" and then a number between 1 and 32 to define the size of the light
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(the radius) and then a number between 1 and 255 to define the amount of red light and then a number between 1 and 255 to define
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the amount of green light and then a number between 1 and 255 to define the amount of blue light.
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</p>
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<p>
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<b>Note:</b> The radius and all 3 colour values must be defined for a coloured light to be created correctly. You can't omit
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a value as it will not create the light correctly. If you don't want any colour from a specific value,
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simply use the value "1" as a place holder.
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</p>
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<p>
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There is also a new handy menu that you can use to create lights by pressing L or accessing it through the editing menu.
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</p>
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<p>
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<b>Tip:</b> If you accidentally light a map too brightly (for example, you didn't reset your gamma levels before editing),
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instead of deleting lights and starting again, you could utilize the <b><a href="reference.xml#identifier_scalelights">/scalelights</a></b> command.
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</p>
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<h2 id="pickup">Item pickups</h2>
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<p>
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Pickups must be placed strategically through maps and do take some time to position correctly. Powerful pickups should be
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few and not be too close to each other (unless there is a good risk involved) and pickups should be well spread and not be
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too high in number. Try to keep powerful pickups away from the spawn area so players are encouraged to leave their bases.
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Strategy is key! A good idea to keep in mind when mapping is "<i>what would I need here to help me pwn?</i>"
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</p>
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<p>
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To place pickups, use the pickups menu inside the editing menu, otherwise type one of the below...
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<ul>
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<li>
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<b>/newent health</b> - To place a health pack.
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</li>
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<li>
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<b>/newent armour</b> - To place armour.
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</li>
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<li>
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<b>/newent akimbo</b> - To place akimbo.
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</li>
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<li>
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<b>/newent grenades</b> - To place grenades.
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</li>
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||||
<li>
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||||
<b>/newent clips</b> - To place a pistol magazine.
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||||
</li>
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||||
<li>
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||||
<b>/newent ammobox</b> - To place an ammunition box.
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||||
</li>
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||||
</ul>
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||||
</p>
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||||
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||||
<h2 id="spawn">Spawn points</h2>
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<p>
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||||
In AssaultCube, there are three types of spawn points: RVSF spawn points, CLA spawn points and FFA spawn points (free-for-all).
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</p>
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||||
<p>
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||||
As a general rule, you should place as many spawn points as possible in a spawn area so that players aren't spawning from the
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same point too often. However, don't over-do it. Make sure that spawn points are not too close to each other.
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</p>
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||||
<p>
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Also make sure that spawns are not too close to any walls and mapmodels so players don't get stuck inside them. Take care when
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||||
placing spawn points to make sure you face the direction you would like the player to face when they spawn, so that they spawn
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looking in that direction, rather than facing a wall!
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</p>
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||||
<p>
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||||
RVSF and CLA spawn points should be placed in their respective bases. FFA spawns should be placed all over the map in
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various places (FFA spawns are for non-team type games, such as Deathmatch or One-shot, one-kill).
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||||
</p>
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||||
<p>
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||||
If spawn points are not created, players will just spawn in the middle of the map, all next to each other,
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||||
so please remember to add spawn points.
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||||
</p>
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||||
<p>
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||||
You can add spawn points through the editing menu, or you can type:
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||||
<ul>
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||||
<li>
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||||
<b>/newent playerstart 1</b> - To add an RVSF spawn point.
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||||
</li>
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||||
<li>
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||||
<b>/newent playerstart 0</b> - To add a CLA spawn point.
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||||
</li>
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||||
<li>
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||||
<b>/newent playerstart 100</b> - To add an FFA spawn point.
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||||
</li>
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||||
</ul>
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||||
</p>
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||||
<h2 id="models">Mapmodels :: TODO</h2>
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||||
<h2 id="ctf">CTF flags</h2>
|
||||
<p>
|
||||
If you want to enable CTF mode on your map, place a CTF flag in each respective base using the menus or by typing:
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||||
<ul>
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||||
<li>
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||||
<b>/newent ctf-flag 0</b> - Adds the CLA flag.
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||||
</li>
|
||||
<li>
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||||
<b>/newent ctf-flag 1</b> - Adds the RVSF flag.
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||||
</li>
|
||||
</ul>
|
||||
</p>
|
||||
<h2 id="ladders">Ladders :: TODO</h2>
|
||||
<h2 id="sounds">Ambient sounds :: TODO</h2>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -0,0 +1,32 @@
|
||||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
|
||||
<?xml-stylesheet type="text/xsl" href="transformations/cubedoc2xhtml.xslt"?>
|
||||
|
||||
<html xmlns="http://www.w3.org/1999/xhtml" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" lang="en" xml:lang="en">
|
||||
<head><title>Map editing: Tips</title></head>
|
||||
<body>
|
||||
<h1>Map editing: Tips</h1>
|
||||
<h2 id="co-op">Co-operative map editing</h2>
|
||||
<p>
|
||||
If you'd like to create a map with friends, you can use co-operative map editing to let you build and modify maps with others online easily.
|
||||
This mode allows you to edit maps online with other players
|
||||
who could help speed up repetitive or boring tasks, bring in fresh ideas or spot errors you may have missed.
|
||||
</p>
|
||||
<p>
|
||||
To start co-operative map editing, when in a server, type: <i>/mode 1</i> and then type: <i>/map</i> and then your mapnames name and press ENTER.
|
||||
You will have to of made a "newmap" previous to entering the server to be able to co-op edit it.
|
||||
</p>
|
||||
<p>
|
||||
You will then need to <b>send</b> the map. You can do this by typing: <i>/sendmap</i> and then your mapnames name and press ENTER. Note: Custom
|
||||
materials can't be sent, they will have to be downloaded another way if you are using them. If you are using a custom "cfg" file, it will automatically
|
||||
be sent with the map, if there is a cfg file present.
|
||||
</p>
|
||||
<p>
|
||||
Note: Some useful editing commands can't be used in co-op editing, such as: copy, paste, slope, arch, undo, etc.
|
||||
</p>
|
||||
|
||||
|
||||
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -0,0 +1,12 @@
|
||||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
|
||||
<?xml-stylesheet type="text/xsl" href="transformations/cubedoc2xhtml.xslt"?>
|
||||
|
||||
<html xmlns="http://www.w3.org/1999/xhtml" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" lang="en" xml:lang="en">
|
||||
<head><title>Map editing: Config files</title></head>
|
||||
<body>
|
||||
<h1>Map editing: Config files</h1>
|
||||
|
||||
|
||||
</body>
|
||||
</html>
|
||||
Reference in New Issue
Block a user