wunf's doc patch

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1667 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
Lee Salzman
2008-02-18 13:39:28 +00:00
parent ef0a83d686
commit b4d6af5a89
2 changed files with 777 additions and 733 deletions
+741 -727
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+36 -6
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@@ -1179,6 +1179,36 @@
<identifierReference identifier="minimapres"/>
</references>
</command>
<variable name="gibnum">
<description>Sets the number of gibs to display when performing a "messy" kill (grenade, knife, sniper headshot).</description>
<value token="N" description="number of gibs" minValue="0" maxValue="1000" defaultValue="6"/>
<remarks>
<remark>Larger values are more spectacular, but can slow down less powerful machines. Reducing gibttl may help in this case.</remark>
</remarks>
<references>
<identifierReference identifier="gibttl"/>
<identifierReference identifier="gibspeed"/>
</references>
</variable>
<variable name="gibttl">
<description>Sets the time for gibs to live (in milliseconds), after which they will disappear.</description>
<value token="N" description="time to live" minValue="0" maxValue="15000" defaultValue="5000"/>
<references>
<identifierReference identifier="gibnum"/>
<identifierReference identifier="gibspeed"/>
</references>
</variable>
<variable name="gibspeed">
<description>Sets the velocity at which gibs will fly from a victim.</description>
<value token="N" description="velocity" minValue="1" maxValue="100" defaultValue="30"/>
<references>
<identifierReference identifier="gibnum"/>
<identifierReference identifier="gibttl"/>
</references>
</variable>
<variable name="teamdisplaymode">
<description>Sets the team display mode.</description>
<remarks>
@@ -1461,7 +1491,7 @@
<argument token="P" description="path to the six skybox textures" valueNotes="string" />
</arguments>
</command>
<command name="heighfield">
<command name="heightfield">
<description>Marks the current selection as a heightfield.</description>
<remarks>
<remark>
@@ -1473,9 +1503,9 @@
<remark>
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 heighfield. This also means if you have 2 independant heightfields accidentally
touch eachother, you will not get correct caps. Also, a heighfield is slightly slower to render than a
non-heighfield floor or ceiling. Last but not least, a heightfield should have all the same baseheight
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.
</remark>
</remarks>
@@ -1837,7 +1867,7 @@
<description>Makes a slope out of the current selection.</description>
<remarks>
<remark>
The selection must be a heighfield before this command can be used.
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,
@@ -1854,7 +1884,7 @@
<description>Makes an arch out of the current selection.</description>
<remarks>
<remark>
The selection must be a heighfield before this command can be used.
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).