wunf's doc patch
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1667 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -1179,6 +1179,36 @@
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<identifierReference identifier="minimapres"/>
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</references>
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</command>
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<variable name="gibnum">
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<description>Sets the number of gibs to display when performing a "messy" kill (grenade, knife, sniper headshot).</description>
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<value token="N" description="number of gibs" minValue="0" maxValue="1000" defaultValue="6"/>
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<remarks>
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<remark>Larger values are more spectacular, but can slow down less powerful machines. Reducing gibttl may help in this case.</remark>
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</remarks>
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<references>
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<identifierReference identifier="gibttl"/>
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<identifierReference identifier="gibspeed"/>
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</references>
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</variable>
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<variable name="gibttl">
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<description>Sets the time for gibs to live (in milliseconds), after which they will disappear.</description>
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<value token="N" description="time to live" minValue="0" maxValue="15000" defaultValue="5000"/>
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<references>
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<identifierReference identifier="gibnum"/>
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<identifierReference identifier="gibspeed"/>
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</references>
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</variable>
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<variable name="gibspeed">
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<description>Sets the velocity at which gibs will fly from a victim.</description>
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<value token="N" description="velocity" minValue="1" maxValue="100" defaultValue="30"/>
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<references>
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<identifierReference identifier="gibnum"/>
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<identifierReference identifier="gibttl"/>
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</references>
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</variable>
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<variable name="teamdisplaymode">
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<description>Sets the team display mode.</description>
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<remarks>
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@@ -1461,7 +1491,7 @@
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<argument token="P" description="path to the six skybox textures" valueNotes="string" />
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</arguments>
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</command>
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<command name="heighfield">
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<command name="heightfield">
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<description>Marks the current selection as a heightfield.</description>
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<remarks>
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<remark>
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@@ -1473,9 +1503,9 @@
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<remark>
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Heightfields should be made the exact size that is needed, not more not less.
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The most important reason for this is that cube automatically generates "caps" (side-faces for heightfields)
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only on the borders of the heighfield. This also means if you have 2 independant heightfields accidentally
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touch eachother, you will not get correct caps. Also, a heighfield is slightly slower to render than a
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non-heighfield floor or ceiling. Last but not least, a heightfield should have all the same baseheight
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only on the borders of the heightfield. This also means if you have 2 independant heightfields accidentally
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touch eachother, you will not get correct caps. Also, a heightfield is slightly slower to render than a
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non-heightfield floor or ceiling. Last but not least, a heightfield should have all the same baseheight
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(i.e. the height determined by a normal editheight operation) to get correct results.
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</remark>
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</remarks>
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@@ -1837,7 +1867,7 @@
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<description>Makes a slope out of the current selection.</description>
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<remarks>
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<remark>
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The selection must be a heighfield before this command can be used.
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The selection must be a heightfield before this command can be used.
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The steps specify the slope with the red vertex as left-top,
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i.e. "slope 1 2" will make a slope that increases just 1 step from left to right,
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and is slightly steeper from top to bottom. "slope -6 0" decreases steeply from left to right,
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@@ -1854,7 +1884,7 @@
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<description>Makes an arch out of the current selection.</description>
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<remarks>
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<remark>
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The selection must be a heighfield before this command can be used.
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The selection must be a heightfield before this command can be used.
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Will make the arch in the long direction, i.e when you have 6x2 cubes selected, the arch will span 7 vertices.
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Optionally, sidedelta specifies the delta to add to the outer rows of vertices in the other direction,
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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).
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