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Lots Of Useful Stuff
Before We Start: All Credit For This Stuff Goes To m0d hipp¥ for posting the information and to the original creators
cg_scoreboardpicover "" cg_scoreboardpic "mohdm1" cg_obj_axistext3 "" cg_obj_axistext2 "" cg_obj_axistext1 "" cg_obj_alliedtext3 "" cg_obj_alliedtext2 "" cg_obj_alliedtext1 "Gay France" cg_maxclients "6" cg_timelimit "0" cg_fraglimit "20" cg_treadmark_test "0" cg_te_numCommands "0" cg_te_currCommand "0" cg_te_mode_name "Temp Emitter Off" cg_te_mode "0" cg_te_emittermodel "" cg_te_zangles "0" cg_te_yangles "0" cg_te_xangles "0" cg_te_tag "" cg_te_singlelinecommand "" cg_te_command_time "0" cg_te_alignstretch_scale "0" cg_te_cone_height "0" cg_te_spawnrange_b "0" cg_te_spawnrange_a "0" cg_te_spritegridlighting "0" cg_te_varycolor "0" cg_te_friction "0" cg_te_radial_max "0" cg_te_radial_min "0" cg_te_radial_scale "0" cg_te_avelamp_r "0" cg_te_avelamp_y "0" cg_te_avelamp_p "0" cg_te_avelbase_r "0" cg_te_avelbase_y "0" cg_te_avelbase_p "0" cg_te_swarm_delta "0" cg_te_swarm_maxspeed "0" cg_te_swarm_freq "0" cg_te_axisoffsamp_z "0" cg_te_axisoffsamp_y "0" cg_te_axisoffsamp_x "0" cg_te_axisoffsbase_z "0" cg_te_axisoffsbase_y "0" cg_te_axisoffsbase_x "0" cg_te_randaxis "0" cg_te_volumetric "0" cg_te_forwardvel "0" cg_te_clampvelaxis "0" cg_te_clampvelmax_z "9999" cg_te_clampvelmin_z "-9999" cg_te_clampvelmax_y "9999" cg_te_clampvelmin_y "-9999" cg_te_clampvelmax_x "9999" cg_te_clampvelmin_x "-9999" cg_te_randvelamp
How to modify maps by adding objects A trigger is simply an invisible square you define that executes a command of your choosing onto a player who walks into that invisible box you made. Once you’ve learned how to edit maps, You’ll probably want to know how to add triggers to maps. With triggers you can make players taller, shorter, have god mode, play a sound, glow a color and many more things. First you’ll need Pakscape to open the game files. The game files you’ll need to open are: C:\Program Files\EA GAMES\MOHAA\main\Pak0.pk3 * For weapon files C:\Program Files\EA GAMES\MOHAA\main\Pak5.pk3 * For map files The first step is to create these folders: C:\Program Files\EA GAMES\MOHAA\main\maps C:\Program Files\EA GAMES\MOHAA\main\maps\DM C:\Program Files\EA GAMES\MOHAA\main\maps\DM\mapfixes Step 1: Use pakscape to open pak5.pk3, click the next to the word maps, then click on DM, now copy the following files to the folder C:\Program Files\EA GAMES\MOHAA\main\maps\DM you have created. MapsMohdm4.scr, MapsPrecache Dm Stuff exec global----------------------------------------------- roundbasedthread: Now copy and paste the following into that file. (delet spaces between lines. there not needed) local.fix1 = spawn script_model local.fix1 model "staticshockwave.tik emittersx.tik emittersk static static.tik static staticik static weapons
Contents: MOH Script Syntax Summary Moveanim Commands Anim_attached commands Model Surface Script Control PlayerSpawn Stuff Camera Tutorial Description of the use of Huddraw set of script commands Scripting Objectives Mission Briefing Tutorial Awarding Medals Giving and Taking Stuff from the Player Gun Turrets MOH Script Syntax Summary program: -------- statement_list statement_list: --------------- statement statement ... statement statement: ---------- identifier event_parameter_list : case integer event_parameter_list : case identifier event_parameter_list : compound_statement if prim_expr statement if prim_expr statement else statement while prim_expr statement for ( statement ; expr ; statement_list ) statement try compound_statement catch compound_statement switch prim_expr compound_statement break continue identifier event_parameter_list nonident_prim_expr identifier event_parameter_list nonident_prim_expr = expr nonident_prim_expr = expr nonident_prim_expr -= expr nonident_prim_expr nonident_prim_expr -- ; compound_statement: ------------------- { statement_list } expr: ----- expr && expr expr
This document explains how to create weapons and ammo in FAKK2. Here’s a quick summary of the steps needed to be done: · Create a weapon model (i.e. crossbow.tik) · Create a projectile model (i.e. crossbow_fx3.tik) if the weapon shoots projectiles · Create an explosion model (I.e. crossbow_impact.tik) if the projectile will explode. · Create an ammo pickup model (I.e. ammo_bolt.tik) if you want the player to pick up ammo for the weapon (The ammo commands are listed after the weapon commands below). · Add new states to the player state files so that the player can ready, putaway and fire the weapon. Make sure that the animations you use in the state file are defined in the player .tik file. · Add the appropriate server commands to the player for the firingsed for weapons. Server INIT General Weapon Commands classname The classname of the weapon. It will be used later when checking which animation to play when firing, readying, putting away etc…(This is an internallly used name) name The name of the weapon that will appear on the HUD [alternate] firetype Set the amount of spread in the x and y directions. These are float values which specify the maxamount of deviation from the center. If the weapon is a projectile based weapon, when it is fired it will spawn a projectile using the specified model. This projectile model has special commands that define it’s properties. Here’s a list of commands that are used in the INIT section of the TIKI file. Server INIT Commands Used for Projectile Models speed Set the speed of the projectile minspeed Set the minimum speed for this projectile. This is used for charge up weapons, so that they have at least a minimum amount of speed if the player just taps the fire button and basically gives it no charge. chargespeed Sets the projectile so that the speed of the projectile is directly related to the amount that the charge time is held. hitdamage Set the damage a projectile causes when it directly hits an entity radiusdamage Set the damage caused when a projectile “explodes�? near an entity. The dropoff of damage from the center of the explosion is linear. life Set the life of a projectile. It will explode automatically when the life expires minlife Sets the min life of a projectile. This is used for charge up weapons, so that the projectile has a minimum value of life if the player just taps the fire button. ch
Info on entitiesto know about MAP files. This should help you in making editorsion on using origin with attached brushes, a few bugfixes. Robert Jones - Info on using light tag with fires, list of light styles. Marc Fontaine - Correcting the Y-axis in the coord system. Bernd Kreimeier - Correcting rot_angle and texture offsets. Ben Morris - Correcting rightn you first see it. It defines a rectangular region that extends from (128,128,64) to (256,384,128). Here's what a single line means: ( 128 0 0 ) ( 128 1 0 ) ( 128 0 1 ) GROUND1_6 0 0 0 1.0 1.0 1st Point 2nd Point 3rd Point Texture Now, you're probably wondering what those last five numbers are. I've listed what they do below: x_off - Texture x-offset (must be multiple of 16) y_off - Texture y-offset (must be multiple of 16) rot_angle - floating point value indicating texture rotation x_scale - scales x-dimension of texture (negative value to flip) y_scale - scales y-dimension of texture (negative value to flip) 2.1.3 General MAP Info: The actual MAP file format is quite simple. It is simply a text file. All Quake editing tools should support either UNIX or DOS text formats, as id's tools do. MAP files are the development format for Quake levels. It
The targetShaderName and targetShaderNewName keys can be used with any entity that supports the target key (the entity instance does not actually have to use the target key for these new keys to work). If both are defined, then when the entity decides to activate its targets, all shaders
Stage specifications only affect rendering. Changing any keywords or values within a stage will usually take effect as soon as a vid_restart is executed. Q3Map2 ignores stage specific keywords entirely. A stage can specify a texture map, a color function, an alpha function, a texture coordinate function, a blend function, and a few other rasterization options. Texture Map Specification map texturename Specifies the source texture map (a 24 or 32-bit TGA file) used for this stage. The texture may or may not contain alpha channel information. The special keywords $lightmap and $whiteimage may be substituted in lieu of an actual texture map name. In those cases, the texture named in the first line of the shader becomes the texture that supplies the light mapping data for the process. The texture name should always end with the ".tga" suffix regardless of whether the source texture map is actually a .tga file or .jpg. $lightmap This is the overall lightmap for the game world. It is calculated during the Q3Map2 process. It is the initial color data found in the framebuffer. Note: due to the use of overbright bits in light calculation, the keyword rgbGen identity must accompany all $lightmap instru
These keywords change the physical nature of the textures and the brushes that are marked with them. Changing any of these values will require the map to be re-compiled. These are global and affect the entire shader. q3map_alphaMod func --- This is used for special blending effects on shaders by altering the amount of blending falloff depending on specific surface properties such as the surfaces normal axis or the vertexes contained within its volume. alphaMod operations are applied to an object's vertexes so the rgbGen vertex directive is required for each affected stage. q3map_alphaMod dotproduct ( X Y Z) It is used to blend textures using alphaFunc or blendFunc in the shader's second pass, with the falloff depending on the surface's normal axis. This is achieved by doing a vector dot product of the specified normalized vector value ( X Y Z ) and the vertex normal which yields the amount of blending. The dot product
IMPORTANT NOTES: Once again, be aware that some of the shader commands may be order dependent, so it's good practice to place all g

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