git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@3362 e016b1c5-ed68-44aa-a2f7-31cac88cffde
288 lines
15 KiB
HTML
288 lines
15 KiB
HTML
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN">
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<html lang="en" xml:lang="en" xmlns:h="http://www.w3.org/1999/xhtml" xmlns="http://www.w3.org/1999/xhtml">
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<head>
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<title>Map editing: Entities</title>
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<meta http-equiv="content-type" content="application/xhtml+xml;charset=utf-8" />
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<link rel="shortcut icon" href="pics/favicon.ico" />
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<link rel="stylesheet" href="styles/cubedoc.css" />
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</head>
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<body>
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<div id="main">
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<div id="logo">
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<img src="pics/head.gif" alt="AssaultCube logo" />
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</div>
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<div id="title">
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<h1>
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AssaultCube: Map editing: Entities</h1>
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</div>
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<div id="content">
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<h1>
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Entities</h1>
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<p>
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<a href="mapediting1.html#sparkles" shape="rect">Entities</a> are shown as blue
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sparkly dots when in edit mode (the nearest one will show as orange). They are used for adding non-geometery/texture items,
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such as:
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</p>
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<ul>
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<li><a href="#light" shape="rect">Lights</a> </li>
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<li><a href="#pickup" shape="rect">Item pickups</a> </li>
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<li><a href="#spawn" shape="rect">Spawn points</a> </li>
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<li><a href="#models" shape="rect">Mapmodels</a> </li>
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<li><a href="#ctf" shape="rect">CTF flags</a> </li>
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<li><a href="#clips" shape="rect">Clips</a> </li>
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<li><a href="#ladders" shape="rect">Ladders</a> </li>
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<li><a href="#sounds" shape="rect">Map sounds</a> </li>
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</ul>
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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>
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command (or through the editing menu). When adding entities, they are always added
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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
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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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</p>
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<ul>
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<li><b><a href="reference.xml#identifier_delent" shape="rect">/delent</a> </b>- Typing
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<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
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screen which tells you the type of entity that you are nearest to and the properties
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of that entity. </li>
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<li><b><a href="reference.xml#identifier_entset" shape="rect">/entset</a></b> - Pressing
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the <b>;</b> button will bring up the command <i>/entset</i> plus all the values of the
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entity closest to you. This allows you to easily change a value of the nearest entity to
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what you want it to be.
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</b></li>
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<li><b><a href="reference.xml#identifier_clearents" shape="rect">/clearents</a> </b>
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</li>
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</ul>
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<h2 id="light">
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Lighting</h2>
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<p>
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When lighting up a map, make sure to allow for contrast, as contrast is what makes
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a map look atmostpheric. Things that are naturally bright, should become naturally
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bright (for example: outside areas, lights, lamps, etc). Places that are naturally
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dark, should be a bit dim (for example: A room with no windows or lights).
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</p>
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<p>
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<b>Tips:</b>
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</p>
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<ul>
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<li>To temporarally light up a map so you can edit it easily, type: <b>/fullbright 1</b>.
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To remove fullbright, type: <b>/recalc</b>. </li>
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<li>Make sure gamma is turned back to the defaults when you're editing so you can properly
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judge how a lighting will look to an average user. </li>
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</ul>
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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
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32 to define the size of the light (the radius) and then a number between 1 and
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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
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1 and 32 to define the size of the light (the radius) and then a number between
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1 and 255 to define the amount of red light and then a number between 1 and 255
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to define the amount of green light and then a number between 1 and 255 to define
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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
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to be created correctly. You can't omit a value as it will not create the light
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correctly. If you don't want any colour from a specific value, simply use the value
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"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
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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
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reset your gamma levels before editing), instead of deleting lights and starting
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again, you could utilize the <b><a href="reference.xml#identifier_scalelights" shape="rect">
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/scalelights</a> </b>command.
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</p>
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<h2 id="pickup">
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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
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correctly. Powerful pickups should be few and not be too close to each other (unless
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there is a good risk involved) and pickups should be well spread and not be too
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high in number. Try to keep powerful pickups away from the spawn area so players
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are encouraged to leave their bases. Strategy is key! A good idea to keep in mind
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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
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of the below...
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</p>
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<ul>
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<li><b>/newent health</b> - To place a health pack. </li>
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<li><b>/newent armour</b> - To place armour. </li>
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<li><b>/newent akimbo</b> - To place akimbo. </li>
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<li><b>/newent grenades</b> - To place grenades. </li>
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<li><b>/newent clips</b> - To place a pistol magazine. </li>
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<li><b>/newent ammobox</b> - To place an ammunition box. </li>
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</ul>
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<p>
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If needed, you can apply height to the model by adding a figure after the command
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indicating the vertical position of the pickup. This figure is allowed to be a negative
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number if needed (for example: if you use a pickup on a heightfield and want the
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pickup to appear at the correct height) to move it downwards instead of upwards.
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</p>
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<h2 id="spawn">
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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
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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
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area so that players aren't spawning from the same point too often. However, don't
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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
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don't get stuck inside them. Take care when placing spawn points to make sure you
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face the direction you would like the player to face when they spawn, so that they
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spawn 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
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should be placed all over the map in various places (FFA spawns are for non-team
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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,
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all next to each other, 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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</p>
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<ul>
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<li><b>/newent playerstart 1</b> - To add an RVSF spawn point. </li>
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<li><b>/newent playerstart 0</b> - To add a CLA spawn point. </li>
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<li><b>/newent playerstart 100</b> - To add an FFA spawn point. </li>
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</ul>
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<h2 id="models">
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Mapmodels</h2>
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<p>
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AssaultCube is packaged with many mapmodels to begin with, so there's a large choice
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available. You can add your own custom models if you want through <a href="mapediting5.html"
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shape="rect">config files</a>. When adding mapmodels to your map, use them sparingly,
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as mapmodels slow down gamespeed and too many in one place just looks plain ugly.
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</p>
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<p>
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To add a mapmodel to a map, type: <b>/newent mapmodel X Y Z</b>.<br clear="none" />
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Alternatively, you can use the very handy mapmodel menu inside the editing menu.
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</p>
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<p>
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Replace <b>X</b> with the mapmodels number (you can find this out by opening <a href="../config/default_map_settings.cfg"
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shape="rect">/config/default_map_settings.cfg</a> - The mapmodels number is
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written in a comment to the right of the mapmodel).
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</p>
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<p>
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Replace <b>Y</b> with the height you would like the mapmodel to appear above the
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cube that it is placed upon.
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</p>
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<p>
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If you want a different texture to appear on the mapmodel, you can use <b>Z</b>
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to define a texture number to apply to that mapmodel. Using this is unrecommended
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as it's better to use the models default texture.
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</p>
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<p>
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<b>Note:</b> Some mapmodels in the mapmodels menu do not appear instantly. Instead,
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they bring up the text needed to place that mapmodel, giving you a chance to define
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a height for that mapmodel if needed.
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</p>
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<h3>
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Mapmodel platforms</h3>
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<p>
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Due to the AssaultCube engines limitations... you can't use geometry to create a
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second level. But, you can use a mapmodel platform or bridge. Look in the editing
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menu under "<i>Platforms/Clips</i>". Apply some height to these to create a second
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floor. Using too many of these is unrecommended.
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</p>
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<h2 id="ctf">
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CTF flags</h2>
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<p>
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If you want to enable CTF mode on your map, place a CTF flag in each respective
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base using the menus or by typing:
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</p>
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<ul>
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<li><b>/newent ctf-flag 0</b> - Adds the CLA flag. </li>
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<li><b>/newent ctf-flag 1</b> - Adds the RVSF flag. </li>
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</ul>
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<h2 id="clips">
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Clips</h2>
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<p>
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Clips can be used to block players from accessing
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areas that they shouldn't be able to access (for example: over a fence). You can use clips through
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the editing menu through <b>Entities -> Clips</b>. <br clear="none" />You can also simply use the command by picking
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where you want the clips and typing:
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<p><b>/newent clips W X Y Z</b></p>
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</p>
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<p>
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Replace <b>W</b> with the elevation from the ground of the clip.<br clear="none" />
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Replace <b>X</b> with the length of the clip<br clear="none" />
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Replace <b>Y</b> with the width of the clip<br clear="none" />
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Replace <b>Z</b> with the height of the clip.
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</p>
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<p>
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<b>Note:</b> Some older maps, created prior to v1.0 may use a different technique of clipping that
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you can't visibly see in editmode, as the current way of using clips did not exist at the time.
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</p>
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<h2 id="ladders">
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Ladders</h2>
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<p>
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Ladders are comprised of <b>TWO</b> peices. One part is the ladder mapmodel which
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gives the ladder an apperance. The other part is the "entity" which is an invisible
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force that let's you climb the mapmodel like a ladder.
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</p>
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<h3>
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To place the mapmodel</h3>
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<p>
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Choose the appropriate place for the model, then, pick the appropriate sized mapmodel
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from the <i>Editing > Mapmodels > Ladders/stairs</i> menu. To place the model
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with the <b>correct</b> orientation, turn 90 degrees to the left before placing
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it.<br clear="none" />
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There is a single ladder rung model that you can use to make different sized ladders
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if needed (by applying height to the model, see <a href="#models" shape="rect">mapmodels</a>).
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</p>
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<h3>
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To place the entity</h3>
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<p>
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On the same cube that you placed the mapmodel, type: <b>/newent ladder X</b>. Replace
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"X" with the amount of cubes that the player will need to climb.
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</p>
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<h2 id="sounds">
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Ambient sounds</h2>
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<p>
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So long as the sound is defined in the <a href="mapediting5.html" shape="rect">config
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files</a> you can use ambient sounds in a map. When using ambient sounds, sound
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will be played to all players within the radius defined, from the source of the
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entity.
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</p>
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<p>
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To use an ambient sound, type: <b>/newent sound W X Y Z</b>
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</p>
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<p>
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Replace <b>W</b> with the number for the sound (as defined by your custom <a href="mapediting5.html"
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shape="rect">config files</a>).<br clear="none" />
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Replace <b>X</b> with the radius you want the sound to play for.<br clear="none" />
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Replace <b>Y</b> with the amount of distance inside the radius you would like before
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the sound starts to fade.<br clear="none" />
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Replace <b>Z</b> with the volume of the sound (from 1-255).
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</p>
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<p>
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For more information, see: <a href="reference.xml#identifier_newent_sound" shape="rect">
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newent sound</a>.
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</p>
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</div>
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<div id="footer">
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Rabid Viper Productions 2008/03/07
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</div>
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</div>
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</body>
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</html>
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