mapediting5.html
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@3325 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -31,11 +31,6 @@
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</li>
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<li>
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<a href="#models" shape="rect">Custom mapmodels</a>
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<ol>
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<li>
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<a href="#clips" shape="rect">Custom "nothing" clips</a>
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</li>
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</ol>
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</li>
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<li>
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<a href="#skymap" shape="rect">Custom skymaps</a>
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@@ -99,7 +94,7 @@
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</p>
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<p>
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You are allowed to add new textures anywhere below where it says
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<b>//-----brickwalls-------</b> Putting it above this will
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<b>// Texture #1</b> Putting it above this will
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create some problems. If you are just starting your map, it would be fine to replace textures in the list, or slot
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your textures anywhere between the current texture list. However, if you have already started your map and are just
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now adding a new texture, it would be wise to place your texture at the very end of the list, so that your map does
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@@ -167,14 +162,6 @@
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then that model will actually take up the width/length of 1 single cube with the height you defined
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(if you define both to be 0, then it won't be clipped)
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</p>
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<h3 id="clips">Custom "nothing" clips</h3>
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<p>
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<a href="mapediting3.html#clips" shape="rect">Nothing clips</a> can be used to block off areas that you don't want to
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be accessed by players, see this <a href="mapediting3.html#clips" shape="rect">link</a> for more details. To create a customised
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nothing clip, do it how you would normally create a mapmodel but use the word "nothing" where the folder name should
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be. Choose your own customised clip (invisible force that you collide against) as you would normally (i.e. define
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the clip width/length and height).
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</p>
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<h2 id="skymap">Custom skymaps</h2>
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<p>
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All skymaps should be placed in their own individual folder inside
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@@ -241,14 +228,17 @@
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All files need to be put in the <a href="../packages/audio/sounds" shape="rect">/packages/audio/sounds</a> folder. Be
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sure to put your sound files inside your own individual folder.
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</p>
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<p>
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You will see a command called "mapsoundreset". All mapsounds can be placed below this. The mapsoundreset command ensures
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that the mapsounds in the numbered list are reset, meaning that everything sounds as it should, rather than using
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the last maps sound numbering.
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</p>
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<p>
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To add sounds to the config file, add this command to a single line: <b>mapsound "raboof/foobar.wav" X Y</b><br clear="none"/>
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To add sounds to the config file, add this command to a single line: <b>mapsound "raboof/foobar.wav" X</b><br clear="none"/>
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Replace "<i>raboof</i>" with your sounds folder name and replace "<i>foobar.wav</i>" with your sound files name.
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Replace <b>X</b> with the volume that the sound should play at (the default is 0, so you will definitely have to
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change this value for it to work). You can play a maximum volume of 255. Replace <b>Y</b> with how many times
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the sound should be allowed to play at once (for example, if there are several of the same sound in one area,
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Replace <b>X</b> with how many times the sound should be allowed to play at once (for example, if there are several of the same sound in one area,
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this would define how many of them should play at once, as too many might be a bit of an overkill). Using the
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value "<i>-1</i>" will make it play an unlimited amount of times.
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value "<i>-1</i>" (which is the default) will make it play an unlimited amount of times.
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</p>
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<p>
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The order that you place the mapsound commands in the config file, determines their slot number (i.e. the first one
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