git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2334 e016b1c5-ed68-44aa-a2f7-31cac88cffde
259 lines
12 KiB
XML
259 lines
12 KiB
XML
<?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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When lighting up a map, make sure to allow for contrast, as contrast is what makes a map look atmostpheric.
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Things that are naturally bright, should become naturally bright (for example: outside areas, lights, lamps, etc).
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Places that are naturally 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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<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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<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</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 available. You can add your own custom models if
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you want through <a href="mapediting5.xml">config files</a>. When adding mapmodels to your map, use them sparingly, as mapmodels slow
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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 />
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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
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<a href="../config/default_map_settings.cfg">/config/default_map_settings.cfg</a> - The mapmodels number is written in a comment to
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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 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> to define a texture number to apply to that mapmodel.
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Using this is unreccomended 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, they bring up the text needed to place that mapmodel,
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giving you a chance to define a height for that mapmodel.
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</p>
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<h3>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 second level.
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But, you can use a mapmodel platform or bridge. Look in the editing menu under "<i>Platforms/Clips</i>". Apply some height to these
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to create a second floor.
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</p>
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<h3 id="clips">Clips</h3>
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<p>
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Clips is an invisible mapmodel that can be used to block players from accessing areas that they shouldn't be able to access
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(for example: over a fence). It's also known as the "nothing" mapmodel. The default size for the blocking force created by the nothing
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mapmodel is 4 cubes in width, 4 in length and 2 in height.<br />
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You can use the clips model through the editing menu under "<i>Platforms/Clips</i>".
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</p>
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<p>
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The size of the "nothing" mapmodel can be changed through <a href="mapediting5.xml">config files</a>.
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</p>
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<h2 id="ctf">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 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>
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<li>
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<b>/newent ctf-flag 1</b> - Adds the RVSF flag.
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</li>
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</ul>
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</p>
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<h2 id="ladders">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 gives the ladder an apperance.
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The other part is the "entity" which is an invisible force that let's you climb the mapmodel like a ladder.
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</p>
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<h3>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 from the
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<i>Editing > Mapmodels > Ladders/stairs</i> menu.
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To place the model with the <b>correct</b> orientation, turn 90 degrees to the left before placing it.<br />
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There is a single ladder rung model that you can use to make different sized ladders if needed
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(by applying height to the model, see <a href="#models">mapmodels</a>).
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</p>
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<h3>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 "X" with the amount of cubes
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that the player will need to climb.
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</p>
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<h2 id="sounds">Ambient sounds</h2>
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<p>
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So long as the sound is defined in the <a href="mapediting5.xml">config files</a> you can use ambient sounds in a map.
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When using ambient sounds, sound will be played to all players within the radius defined, from the source of the entity.
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</p>
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<p>
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To use an ambient sound, type: <b>/newent sound X Y Z</b>
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</p>
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<p>
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Replace <b>X</b> with the number for the sound (as defined by your custom <a href="mapediting5.xml">config files</a>).<br />
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Replace <b>Y</b> with the radius you want the sound to play for.<br />
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Replace <b>Z</b> with the amount of distance you would like before the sound starts to fade.
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</p>
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</body>
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</html>
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