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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"
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. Maps.scr, Mapspen notepad save the blank document as C:\Program Files\EA GAMES\MOHAA\main\maps\DM\fix6.scr Open notepad save the blank document as C:\Program Files\EA GAMES\MOHAA\main\maps\DM\fix7.scr Step 3: Now open notepad and choose to open a file. Go to the folder C:\Program Files\EA GAMES\MOHAA\main\maps\DM Then open Mohdm1.scr, if you don’t see it type *.* into the File Name box and hit enter. Now about 13 or so lines down you’ll see this: level waittill spawn well above that line insert a blank line and type this there exec mapsl waittill spawn Hit Control-S or choose save from the file menu. Below is an example of what the file should now look like: AMES\MOHAA\main\maps\DM\Mohdm7.scr Once you have done that to all the files, make sure you saved all the changes. Step 4: Ok, so now you’ve set up all your main map files so they will execute what ever items you want to add to the map when it loads. The next step is figuring out where you want to place items. Right click on the icon that you use to start Medal of Honor, then choose properties. You will see the word target, then something like this after it "C:\Program Files\EA GAMES\MOHAA\MOHAA.exe" well after this add set ui_console 1 so now the target should look like: "C:\Program Files\EA GAMES\MOHAA\MOHAA.exe" set ui_console 1 Step 5: Now start the game, you should see a grey box like the one below (this is refered to as console): If you don’t see this box when the game starts up, then just press be button above tab, it’s this button ~. Once you see that window, type this in there: alias 1 "g_gametype 2; wait; map dmteam and walk to the center of the bridge in the main part of town. Open your console and type the command coord and then were you are so you will remember what those coordinates are for later: EXAMPLE: Coord CENTER OF THE BRIDGE Hit enter. Your screen should look somewhat like the picture below now. The first set of numbers is the location of where you are. 227.94 refers to the northhe following into that file. (delet spaces between lines. there not needed) local.fix1 = spawn script_model local.fix1 model "staticttersItems posedafrika_nco.tik posedtigertankDSRT.tik staticain.tik vehicles.tik vehicles
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
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 th
Info on entitiesng editorsal names for their argument, not just numbers. Remco Stoffer - trigger_counter info, light styles, trap_shooter, some trigger_relay info, teleporting monsters, shootable buttons, and lots of other stuff. Thomas Scherning - Information on the last five brush parameters. Lars Bensmann - Information 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 right , Each brush statement looks like this: { ( 128 0 0 ) ( 128 1 0 ) ( 128 0 1 ) GROUND1_6 0 0 0 1.0 1.0 ( 256 0 0 ) ( 256 0 1 ) ( 256 1 0 ) GROUND1_6 0 0 0 1.0 1.0 ( 0 128 0 ) ( 0 128 1 ) ( 1 128 0 ) GROUND1_6 0 0 0 1.0 1.0 ( 0 384 0 ) ( 1 384 0 ) ( 0 384 1 ) GROUND1_6 0 0 0 1.0 1.0 ( 0 0 64 ) ( 1 0 64 ) ( 0 1 64 ) GROUND1_6 0 0 0 1.0 1.0 ( 0 0 128 ) ( 0 1 128 ) ( 1 0 128 ) GROUND1_6 0 0 0 1.0 1.0 } That's probably just a bit confusing when 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 is preferred that all editors work with MAP files, as all tools released by id Software also use the MAP file format. A map file is basically un-'compiled' level data. The actual MAP file is totally unusable by Quake itself until it is coverted to a BSP file by a BSP builder such as id Software's QBSP. For a MAP file's lightmaps to be calculated by Quake, the level must also be run th
Q3Map2 surface light and sky shaders are quite different than the original Quake III shaders. As new lighting algorithms were introduced, new shader keywords were created to accompany or replace the original keywords. This section will illustrate the differences between these shaders. Surface Lights *nothing here yet* Mention: *q3map_lightRGB red green blue Skies Originally, sky shaders were just very large surface lights that casted parallel directional lighting. With Q3Map2, there are a few differences that sets sky shaders apart from surface lights. First of all, we'll take a look at how the pre-Q3Map2 shaders were set up: Script: Pre-Q3Map2 sky shaders texturestensity degrees elevation q3map_lightSubdivide 256 q3map_lightImage texturesap_lightmapFilterRadius textures
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 instructions. $whiteimage This is used for specular lighting on MD3 models. This is a white image generated internally by the game. This image can be used i
All surfaceparm keywords are preceded by the word surfaceparm as follows: surfaceparm fog or surfaceparm noimpact. 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. It should be noted that some of these surface parameters will change both the surface as well as the content of an object (surfaceparm water, for example). Shaders containing content altering surface parameters should usually be used on all sides of the object. Many of these keywords are only used in "common" shaders (baseq3. Design Notes: Alphashadow does not work well with fine line detail on a texture. Fine lines may not cast acceptable shadows. It appears to work best with well-defined silhouettes and wider lines within the texture. Most of our tattered banners use this to cast tattered shadows. With Q3Map2, it is possible to increase the resolution of the lightmap receiving the shadows with a slight the cost of memory. This can be achieved with the q3map_lightmapSampleSize keyword on the shadow receiving shader or by creating a func_group of the shadow receiving brushes and adding the _lightmapScale key with a floating-point value for the scale of the lightmap. surfaceparm antiportal Works like hint brushes in that it creates BSP nodes, but unlike hint, it blocks vis by not creating a portal at the split. This is designed to be used with large terrain maps to block visibility without having to resort to tricks like sky or caulk brushes penetrating the terrain and throwing ugly shadows. http:ile, resulting in "smarter", more efficient bots. surfaceparm clusterportal A brush marked with this keyword function creates a subdivision of the area file (.aas) used by the bots for navigation. It is typically placed in locations that are natural breaks in a map, such as entrances to halls, doors, tunnels, etc. The intent is keep the bot from having to process the entire map at once. As with the the areaportal parameter, the affected brush must touch all the structural brushes surrounding the clusterportal. This keyword is found in "commong, detail brushes are usually set in the editor, so you shouldn't need to specify this. surfaceparm donotenter Read as "do not enter". Like clusterportal, this is a bot-only property. A brush marked with donotenter will not affect non-bot players, but bots will not enter it. It should be used only when bots appear to have difficulty navigating around some map features. This does not physically stop the bot from entering a region (as with botclip). Bots will not enter the area on their own but may, for example, be blasted into the region with a rocket launcher. This keyword is found in "commonnd is set for a texture, then the default footsteps sound routines are heard. surfaceparm monsterclip Blocks monster movement. Not functional in Quake III Arena. surfaceparm nodamage The player takes no fall damage if he lands onto a texture with this surfaceparm. This keyword is found in "commonertain shaders (fog volumes in pits, for example). surfaceparm noimpact World entities will not impact on this texture. No explosions occur when projectiles strike this surface and no marks will be left on it. Sky textures are usually marked with this texture so those projectiles will not hit the sky and leave marks. surfaceparm nomarks Projectiles will explode upon contact with this surface, but will not leave marks. Blood will also not mark this surface. This is useful to keep lights from being temporarily obscured by battle damage. Design Notes: Use this on any surface with a deformVertexes keyword. Otherwise, the marks will appear on the unmodified surface location of the texture with the surface wriggles and squirms through the marks. surfaceparm nolightmap This texture does not have a lightmap phase. It is not affected by the ambient lighting of the world around it. It does not require the addition of an rgbGen identity keyword in that stage. surfaceparm nosteps The player makes no sound when walking on this texture. surfaceparm nonsolid This attribute indicates a brush, which does not block the movement of entities in the game world. It applied to triggers, hint brushes and similar brushes. This affects the content of a brush. surfaceparm origin Used on the "origin" texture. Rotating entities need to contain an origin brush in their construction. The brush must be rectangular (or square). The origin point is the exact center of the origin brush. This keyword is found in "commonass through a brush marked playerclip. The intended use for this is to block the player but not block projectiles like rockets. This keyword is found in "common

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