Special
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Wysłany: Nie 13:32, 24 Maj 2009 Temat postu: Pełna lista Komend i Entity do Lugormoda T2 |
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Pełna lista Komend i Entity do Lugormoda Tech-2.
Może się komuś przydać, po angielsku, ale może się przydać.
Opisuje ona spis i wytłumaczenie komend, entity, uitemy, debuggery itp.
Autorstwa kilku osób (w tym mnie i Mikaki) z lugor.mine.nu/ja
**HELP**
So you guys will quit asking the same questions over and over again I compiled a little t2 help thingy with helpful links.
First from our good friend Special.
Special wrote:
First its not just copy and paste of t2_info i modified it added some things that should be there.
--------------------------
All commands don’t actually need the 't2' (except t2pass) in front of them, they work with
and without it.
admin cmds
NPC commands
/t2npcfriendly makes the npc you are aiming at set its team to 'player' and its enemy team to 'enemy' so it can be commanded with /t2npcfollow.
Building system
/t2delent <entity> deletes the placed entity (like rcon entitylist remove, but without rcon, and can only remove entities made with /place) If no argument provided, it deletes the entity you placed last.
/t2nudge [entity number] <x y z> nudge the entity in the specified x y and z directions, if no entity provided, it moves the entity you are aiming at .
/t2rotate [entity number] <x y z> rotate the entity in the specified x y and z directions, if no entity provided, it moves the entity you are aiming at. Currently this does not rotate the hitbox, this might change.
/t2nearby lists all entities within 2048 map units of you, use this to find the entity number of those modelless model_breakables, or fx_runners, so you can remove them (with /t2delent).
Administration
/t2renameplayer <player> <name> [lock name]for those names like 'I your mom' and 'killthejews', it renames the player. If you do "renameplayer <player> <name> 1", then it will lock the players name. You can do the same again exept with 0 to unlock the name.
/t2freeze <player> prevents a player from moving, use again to shut off
/T2nickinfo <player name/id> Lists information on the player nickname (credits, total time, level, prof, exc)
/t2logout - admins can now log off of their account to log back in as a regular player if they wish to play the game normally. there is a small chance this will be added for all players (it will be disablable by cvar, obviously), you can set it by cmdleveldefs.cfg to level 0 if you want it for all players.
Miscilanious
/t2grav <player> <grav> changes a players gravity (only affects that player)
/t2god/noclip/notarget <player> give god/notarget/noclip to another player, can be set with the cmdleveldef file
/t2decoy test command, it creates a model of you in the surrender position. Again, this is just a debug command, it might be used in the camera system later on.
/t2SpawnuItem <item name> .Spawns a usable item (more on this later)
/t2remapshader <texture to replace> <new texture>. Replaces the texture with the newer one for all clients (only temporarily, use the t2_shaderremap entity to allow it to save with saveit)
/t2gotoloc <location>. Teleports you to location you typed. If no argument is provided then it lists all locations. You can add locations by cmd /addloc <location name>. Warning do use location name longer then 3 letters or you won’t be able to teleport there.
/t2debug <debug> or eventually /t2debug <debug> <time in ms>. Its doing debug you typed.
Warning debugs will be removed in the final version
All commands can be either used on yourself just by doing them directly
/debug zappiness 3000
or you can place 'generocity <client number>' before the cmd to do it to someone else
/debug generocity 2 zappiness 3000
GENEROCITY DOES NOT CONFIRM THE EXISTANCE OF THE CLIENT NUMBER! IT WILL CRASH IF YOU ENTER AN INVALID NUMBER.
a few debug cmds will check to see if the player exists, but not all of them. Remember, all these cmds were just made quickly to test somthing (or, in a few cases, because I got bored or didn't have anything better to do) and were never intended to be in the final releace.
debug list:
zappiness <time> --electrocution effect
glowness <time> --glowing effect
acc --shows you your total shots, total hits, and accuracy
ifoundadollar map --shows an ascii map of your location and the stash, was an exparement for the tech stash finding ability
ifoundadollar compas --shows the direction and distance the stash is. again, a prototype tech prof stash finder
toyonder! --flings you in the direction you are aiming.
whatsoverthere --requested by a friend, does a quick and silent teleport to where you are aiming at.
mathith bounds <x1 y1 z1> <x2 y2 z2> --shows you the origin and bounds required to make a trigger or hitbox reach from one point to the other. Turned into a true cmd for 2.0
shieldness <time> --tis the singleplayer shield hit effect. Used for the bodyshield uitem
bubblicious <time> --invincibility and a green bubble for the given time
cloakme <time> --cloaking
cloakmyveh <time> --if you are riding a vehicle, this will cloak that vehicle.
wreckmycar <surface index> <damage index> --know how parts of ships start to spark and get damaged as they are shot? this controls that (it does NOT actualy damage the ship, just changes the damage images)
surface index is: 0 front, 1 back, 2 right, 3 left
damage index is 0 to 3, where 0 is no damage and 3 is completely broken
howtimeflies <timescale> --directly changes the timescale cvar. works like the basejka timescale cheat. 1 is normal time, 0.5 is half time, 2 is double the time. THIS CONTROLS THE SERVER FRAME TIME!. if this is slow, the server will send packets out slower (if sloe enough, it will make the clients think they are disconnected). if it is too fast, it blasts packets out and eats up all the bandwith, screwing up client games and getting your isp pissed at you.
givemejunk <material index> <amount> --gives you tech material, was for testing the tech before the mines were finished.
handextend <index> <time> --does a hand extend animation.
here are some of the indexes that ravensoft has listed. I do not think these are all of them though
FORCEPUSH 1
FORCEPULL 2
FORCE_HOLD 3
SABERPULL 4
CHOKE 5
WEAPONREADY 6
DODGE 7
KNOCKDOWN 8
DUELCHALLENGE 9
TAUNT 10
PRETHROW 11
POSTTHROW 12
PRETHROWN 13
POSTTHROWN 14
DRAGGING 15
JEDITAUNT 16
interesting to note that with this cmd, you can do the exact same thing as the japlus commands amslap (KNOCKDOWN, and ampunish (CHOKE, 5)
constlight <r g b> --attempt at getting your player to emit light, didnt really work out too well. Was a precursor idea to the glowglobe uitem. all color values r g b MUST be between 0 and 1, with decmals allowed
rbga <r g b a> --directly control the red, green, and blue aspect of the trim on the player models for the singleplayer guy. again, all must be between 0 and 1. the last value 'a' is alpha.
puplight <value> --makes your player glow using a powerup. Again, a precursor idea to the glowglobe uitem. value can be 1 (neutral flag, used by lugor for the stash glow), 2 (blue flag), or 3 (red flag)
thefasteryoupushme... <x y z>
OR
theharderyoupushme... <x y z>
I changed the command name between some versions, but do not remember which. This sets your velocity in the x y and z axis. you can do theharderyoupushme... 5000 0 5000, and go flying off at supersonic speeds if you like.
or you can just bind it to theharderyoupushme... 0 0 300 and go bouncing around.
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/t2setweather <weather>. Sets weather (WARNING, GAME WILL MOST LIKELY FREEZE FOR ABOUT 30 SECCONDS AS IT LOADS THE WEATHER SYSTEM.
weather sets:
clear
freeze
zone (mins: x y z) (maxs: x y z)
wind
constantwind (velocity)
gustingwind
windzone (mins) (maxs) (velocity)
lightrain
rain
acidrain
heavyrain
snow
spacedust
sand
fog
heavyrainfog
light_fog
outsideshake
outsidepain
note that the weather system is crap, a lot of the cmds don't work, and I cant do anything about it, as the weather code is in the jamp.exe and not in the dll files. It also has a tendency to freeze and stop accepting cmds if used multiple times within a few minutes.
property cmds for admin (more on these later)
t2Plist lists the players who have access to this property set and their room numbers
t2Paddclient <client number> <room> <rank>Adds a player to the specified room at the specified rank (1 = owner, 2 = guest
t2Padd <player ID or name> <room> <rank>Adds a player to the specified room at the specified rank (1 = owner, 2 = guest).
T2Premove <player ID or name> <room> Evicts the player from the room (if he owns, or is a guest in it)
Message system admin
T2remmsg <message index> deletes the message from the outbox regardless of who the msg is for.
T2allmsgs Lists all of the messages regardless of who they are for.
T2admreadmsg reads the message index regardless of who its for (will not delete the message).
player commands
Miscilanious
/t2cmode - toggles the team chat between close chat and buddy chat. If the player is an admin, it will also toggle to admin chat.
/t2nickbuddy <player> - like the /buddy command, but the buddy will stay set even if you quit the game and log back in again. bolth the player who uses this command and the buddy they want to add must be registered.
/t2nickignore <player> - an /ingore version of /t2nickbuddy
/t2stash - This will list if a stash is spawned and what player is holding it (if any). This command can be disabled by g_cmdDisable 512.
/t2cloakship - Will activate the ships cloaking generator. This can be disabled by the cvar g_cmdDisable 1024.
NPC control
the npc commands must be enabled with the cvar g_npccontrols
/t2npcclaim claims the npc you are aiming at, so you can give it cmds. You can only do this on npcs that are 'friendly' to you (npc has to have a team of 'player' and NOT have an enemyteam of 'player'. Admins can turn any npc to the 'player' team by aiming at it and doing /t2npcfriendly).
/t2npcfree frees the npc from your command.
/t2npcfollow has the npc you are aiming at follow you. You must have already claimed this npc.
/t2npcfollowdist <distance> sets the distance that the npc will follow you at (how close it will try to be to you).
/t2npcstay tells the npc you are aiming at to stop following.
password entity
/t2pass <password> enters a password into a t2_pwterminal entity (more on that later). This command is the only one that does not work without the t2 infront of it.
user items
/t2uitem uses the usable item that you are holding.
/t2dropui drops the usable item that you are holding.
player message/email terminal
/t2inbox Stand in front of a message terminal and type this to list your messages
/t2readmsg <message index> get your message of the specified index. You must be standing in front of a message terminal for this to work.
/t2sendmsg <player name> <subject> <message> Send a message to the players inbox. You must be standing in front of a message terminal for this to work
/t2outbox Lists the messages in your outbox. You must be standing in front of a message terminal for this to work.
/t2delmsg <message index> deletes the message from the outbox (message will not be delivered). You must be standing in front of a message terminal for this to work.
new entities
misc_camera
A working camera that is similar to the single player camera system. the player is noclipped and teleported and frozen at the camera location, and a fake model is left behind where he was. any damage given to the fake model is passed onto the player.
t2_techmaterial
meterial dispencing entity for the tech profession. if the player is not a tech, then it will not work for them.
keys:
meterial: meterial to dispence, can be:
0 metal
2 crystal
3 Blood Ore (explosive)
4 chemical
count is how much to give to the player, it can be negitive to remove from the player.
t2_materialmine
This is where techs can harvest materials for themselvs. It is still being worked on, as the balence is off.
keys:
meterial: meterial to dispence, can be:
0 metal
2 crystal
3 Blood Ore (explosive)
4 chemical
if model is set, then the default model for the material will be overridden. Hitboxes will automaticly form for the new model.
t2_pwterminal
The player stands in front of it and types /t2pass <password>
if the password is correct it fires its target, if not, then it fires target2
keys:
model key sets the model, you DO NOT need spawnflag 1 for auto hitboxes. You can let it auto hitbox, or set a mins/maxs to override it
message: message to say when used
target: target to fire if the password is correct
target2: target to fire if the password is wrong
target3: the password
t2_msgterminal
Message terminal, player using this to send messages to ppl that are not on the server. To use this he need to be registered.
keys:
model key sets the model, you DO NOT need spawnflag 1 for auto hitboxes. You can let it auto hitbox, or set a mins/maxs to override it
t2_gravity_change
changes an individual players gravity
spawnflags:
1: remove the changed gravity flag, so the player uses standard gravity again (use instead of setting it to 800, as gravity will be changed by vehicles if this is the case)
keys:
count: gravity to change to
Note that its not a trigger and it cannot have a bounding box!
t2_bmodeltarget
Addes targetname or target to func without it by doing /trace on the func_ entity. The index will be under the model key, and will have an '*' before a number. you must enter this string exactly as it appears to the model key(including the '*').
keys:
model: the brushmodel index to search for
target: the target to set the brushmodel to
targetname: the targetname to set the brushmodel to
t2_door
model key sets the model, you DO NOT need spawnflag 1 for auto hitboxes. You can let it auto hitbox, or set a mins/maxs to override it
makes a door without the crappy icarus scripting system.
identical to func_door, but uses models instead of brushmodels
spawnflags:
1: START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
2: FORCE_ACTIVATE Can be activated by force push/pull but also it can have a targetname
4: CRUSHER kills the player if the player is stuck between it and a wall, and its moving (it won’t reverse it movement when hits the player)
8: TOGGLE wait in both the start and end states for a trigger event (stay opened until you use it again)
16: LOCKED Starts locked, with the shader animmap at the first frame and inactive. Once used, the animmap changes to the second frame and the door operates normally. Note that you cannot use the door again after this.
64: PLAYER_USE Player can use it with the use button (you can press it like a button)
128: INACTIVE must be used by a target_activate before it can be used
keys:
"target" Door fires this when it starts moving from it's closed position to its open position.
"opentarget" Door fires this after reaching its "open" position
"target2" Door fires this when it starts moving from it's open position to its closed position.
"closetarget" Door fires this after reaching its "closed" position
"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
"speed" movement speed (100 default)
"wait" wait before returning (3 default, -1 = never return)
"delay" when used, how many seconds to wait before moving - default is none
"dmg" damage to inflict when blocked (2 default, set to negative for no damage)
"health" if set, the door must be shot open
"linear" set to 1 and it will move linearly rather than with acceleration (default is 0)
"team" set it to the same name on two or more doors so they’ll all open if one of them is used, don’t use too long names
"teamallow" even if locked, this team can always open and close it just by walking up to it
0 - none (locked to everyone)
1 - red
2 - blue
"vehopen" if non-0, vehicles/players riding vehicles can open
"movement" x y z value, movement direction. movement,0 0 100, will make it move 100 units up.
Note that doors sometimes spawn bugged you need to do saveit and loadit to make them work
t2_rotating
model key sets the model, you DO NOT need spawnflag 1 for auto hitboxes. You can let it auto hitbox, or set a mins/maxs to override it
model that spins!
spawnflags:
1: RADAR - shows up on Radar in Siege mode (good for asteroids when you're in a ship)
2: IMPACT - Kills anything on impact when rotating.
keys:
"speed" determines how fast it moves; default value is 100.
"dmg" damage to inflict when blocked (2 default
"movement" use this to set rotation on all 3 axes (pitch yaw and roll), value in format: x y z
"targetname" when used, it will toggle on and off
t2_bobbing
model key sets the model, you DO NOT need spawnflag 1 for auto hitboxes. You can let it auto hitbox, or set a mins/maxs to override it
slowly bobbs in the direction you set
spawnflags:
64 PLAYER_USE
128 INACTIVE
keys:
"speed" seconds to complete a bob cycle (4 default)
"phase" the 0.0 to 1.0 offset in the cycle to start at
"dmg" damage to inflict when blocked (2 default)
"movement" x y z value, movement direction. movement,0 0 32, will make it move 32 units up and down.
Note that currently this does not work with all models!
t2_pendulum
model key sets the model, you DO NOT need spawnflag 1 for auto hitboxes. You can let it auto hitbox, or set a mins/maxs to override it
spawnflags:
64 PLAYER_USE
128 INACTIVE
keys:
"phase" the 0.0 to 1.0 offset in the cycle to start at
"dmg" damage to inflict when blocked (2 default)
"delay" time it takes to make a complete swing
"movement" x y z value, movement direction. movement,100 0 0, will make it swing 100 units north/south
t2_friction
If a player is inside this trigger, then their friction will change. Requested by Hype®
keys:
count: friction to set the player to. (default player friction is 6, this can be 0 for no friction, but cannot be negitive).
Use maxs and mins to set the bounding box.
t2_rentterminal
A player will 'rent' this terminal by paying it money. Once rented, the player can pay it more money to increase the time (as long as spawnflag 2 isnt set), and use it like a button. Will fire target when used by a player who owns it. Will use target2 when the rent runs out
This is semi-useless now that the property system is in, but i'm leaving it in anyways
spawnflags:
2: the renter cannot add any more money once they first rent it, they must wait till the rent runs out before adding more money/time
Keys:
model key sets the model, you DO NOT need spawnflag 1 for auto hitboxes. You can let it auto hitbox, or set a mins/maxs to override it
message: message to display when used. (shows for bolth renter and non-renters)
minutes: minutes of rent per payment
count: credits needed per payment
target: uses target when used by the player who is renting it
target2: uses this when the rent runs out (so if it were a rented house, this could target a target_teleporter to teleport the player outside the house, so they cant stay inside after their rent ran out
target3: uses this when rented or money is added
t2_light
a light (not the stupid func_ trick I found a while ago, a true working, non server crashing light).
keys:
color: the red, green, and blue colors of the light (color,1 0 0, would be red, 1 1 1 would be white), they are in a precent (0.5 = 50%, 1 = 100%)
light: the radius that the light can travel
offcolor: same as color, but when the light has been toggled to its 'off' state. If you dont want any light, then leave this at its default (0 0 0)
offlight: radius when toggled off (default 0)
t2_toggle
uses its targets in order until it hits its count, then resets.
so if you wanted one button that when first use targets a target_activate, then a target_deactivate after its used again, then you would make:
/place t2_toggle * target,Activate,target2,Deactivate,count,2
the entire purpose of this entity was origionaly to turn the t2_light entities into a working disco hall )
Keys:
target
target2
target3
target4
target5
target6
all the targets to use in order
count: the last target to use before resetting to its first target, if you have 6 targets (max) use count,6 if 5 count,5
t2_wind
Anyone within the bounding box of this entity will have wind applied to them. It will passively change their velocity and, if the player is facing into the wind, will make the player hold his/her arm infront of their face (when not doing anything else. This does not affect any other weapon fireing/saber slashing). The effect is generaly the same as in the t1_rail map when it is played in singleplayer
spawnflags:
1 - nosound: prevents the entity from playing a sound
2 - sound per player: makes every player who is in it hear the wind sound, instead of just playing the wind sound at its center (this is a little glitchy, the sound seems to stop for a fraction of a seccond every few secconds)
4 - gust: wind will blow at 1/2 the count, and randomly will gust at twice the count
keys:
count: the force of the wind
angle: the wind angle
you can also do angles,x y z, and set x to 90 to have wind comming up from below
delay: if gust is set, then this is how many secconds between the gust
random: if gust is set, this is the random time interval betweem gusts (delay +/- a random value from 0 to the random key)
t2_antilame
When a player is in here, they cannot use any weapons or forcepowers or the seeker and deployable turret item.
spawnflags:
1 - allow vehicles: vehicles can enter this. If not set, the player is ejected from the vehicle and the vehicle is removed.
2 - allow stash: players with stash can enter this. If not set, the stash is removed and spawned again on a random_spot
Use the maxs and mins to set the bounding box.
misc_faller
This is the missing textured stormtrooper thing you might have seen at a few servers. I have given it a new key 'model' so you can set your own player model to fall (falling sounds are automaticly set baised on the model as well)
so for example:
/place misc_faller 200 model,r2d2,
targetname - if specified, will only spawn when used
interval - spawn every so often (milliseconds)
fudgefactor - random value to add or subtract from the interval each time it is fired
t2_train
like func_train, but actualy usable. This is an entity that will follow a preset path. just place a series of path_corner entities that each target the next path in the series (the last path should target the first path if you want it to loop forever), and this should target the first path that it will start moving on. This can have a custom speed set (speed,100), or you can set a speed value to each path_corner if you want it to move at different speeds along its path.
wait - time to wait at each path_corner
if a path_corner targets anything other than another path_corner, the thing targeted will be used
spawnflags:
1 - start on
2 - if the paths arent an infinite loop, it will wait at the end of the path to be used again instead of reversing imidiately
4 - stop and wait at each path_corner to be used
32 - do damage to anyone who gets in its way, set the damage with the dmg key (dmg,300)
64 - player can use this with the use key
128 - start inactive (must be hit by a target_activate in order to be used)
trigger_always are now no longer needed, the game will automaticly use anything with the targetname "t2_initial_entity" after all the lugormod entities load (after every /loadit, and when they load when the map starts/restarts)
stability fixes
protection against the denial of service attack: the number of players that can have the same ip is limited by the cvar g_dosfix (default 2). Since the denial of service attack is baised from one computer, all the ips of the fake players will be the same. This will prevent them from being able to completely choke the server with nonexistant players
chat overflow exploit: This will no longer crash the server, and it will automaticly announce the player who tried to do this server crashing exploit.
presistant weapons
weapons will stay with the player when they log off, and will automaticly go back to the player when they log back on
Use cvar g_keepweapons to turn it on/off default is on. Warning it can give merc too much power!
partial name system
For thoes who used to use japlus, this will be very welcome. you no longer have to type every letter in the persons name now, just part of the name (type 'Phred' instead of MOOPhredMS in my case). if more than one player is found that has the text in their name, then it tells you so and does not do the command.
property ownership
Players can get property at specially marked spots. The property has a control hooked up to its door so the player can control who can enter or not.
Admins can control the property with:
/t2plist
/t2padd <player name/id> <room number> <rank>
/t2paddclient <client number> <room number> <rank>
/t2premove <player name/id> <room number>
the admin must be aiming at the t2_propertycontrol for the property set which they want to add the player to. Property has both a set and a room number. You can have multiple rooms per set.
the player controls their property with:
/t2paddguest <name/id> <rank>
/t2premoveguest <name/id>
/t2plistguests
for all commands, rank is:
1: owner
2: property admin
3: guest
owners can add property admins, and guests (owners cannot add other owners, although admins can (not to be confused with property-admin))
property admins can add/remove guests (but they cant add/remove other property-admins
guests can only enter.
the player must be aiming at the t2_property terminal that they own to do the player property commands.
property entities:
t2_propertycontrol
main control that player uses
keys:
model key sets the model, you DO NOT need spawnflag 1 for auto hitboxes. You can let it auto hitbox, or set a mins/maxs to override it
count: property set to control
t2_propertyterminal
player uses this to open their door
spawnflags:
if the door you want to control can be used by the player, then turn on spawnflag 2. This will deactivate the door when its spawned, and activate it, open it, and deactivate it when used (so the players cant open it by themselvs)
model key sets the model, you DO NOT need spawnflag 1 for auto hitboxes. You can let it auto hitbox, or set a mins/maxs to override it
count: property set
room: property room
target: target to use when a player who has access to this uses it
t2_property
player uses this to add players to the premission list (/t2paddguest, /t2plistguests, /t2premoveguest cmds work with this)
spawnflags:
if the door you want to control can be used by the player, then turn on spawnflag 2. This will deactivate the door when its spawned, and activate it, open it, and deactivate it when used (so the players cant open it by themselvs)
model key sets the model, you DO NOT need spawnflag 1 for auto hitboxes. You can let it auto hitbox, or set a mins/maxs to override it
count: property set
room: property room
uses its target when used, so make this target the door
texture changing
to change a texture, do
/t2remapshader <old texture> <new texture>
due to limits in the client code, only 128 texture changes are allowed.
to place an entity to change the texture:
t2_shaderremap
targetShaderName is the texture to replace
targetShaderNewName is the texture to place instead of the old one.
if targetname is specified, then it will not change the texture until you use it.
to change a texture after you allready changed it, use the ORIGIONAL texture name, not the name of whatever texture you changed it to.
Use /dir textures to get the texture names.
User items
spawned by admin with t2spawnuitem <item name>
or by entity:
t2_uitem
message: name of item
spawnflag 1 will plop the item directly into the player, else it will just spawn where the entity is placed.
if the player is allready holding an item, and spawnflag 1 is set, then it will not spawn the item.
all item names are also the classname the item is given, so you can remove dropped items by /entitylist remove <item name>, or /delent <item name>
Items are:
beer -gets you drunk, hard to aim and walk but increase melee dmg
medpac -heals you 25 points, if you have max health, than it temporaraly brings you up to max + 10 (it will slowly lower each seccond until it hits max again)
stimulant -increases your health by 40, but decreases max health by 10. If you take it with 100 health, your health increases to 140 but the decreases to 90 slowly. If you have a max health of 10 or less, then you get an overdose, in which the screen becomes black and you get knocked out for a minute and a half roughly
coffee -makes you run faster for a time
jawajuice -increases your health and max health by 5
to drop an item you are holding, do /t2dropui
to use the item you are holding, do /t2uitem
Eventualy players will be able to make their own custom items using a system that will allow them to be able to set up pritty much anything.
Advanced mod scripting system
the new scripting system, made by Blµb
Use following entity to run a script.
t2_jscript
keys:
file: run’s the given script, script must be in folder lugormod/t2scripts and must be saved in .t2s format.
Example: /place t2_jscript 0 file,myfirstscript,targetname,script1
You can do almost anything with it:
quests
gain credits per time
change map light (slowly fade from day to night)
create/remove entities
modify player nickname stats
and anything else that you can think of.
Just an example: the testing script right now is a glowing blue fx that slowly floats around the map, wandering after the closest player. If a player gets too close, they will be sucked in and teleported to a random_spot location.
Blµb info post is here:
[link widoczny dla zalogowanych]
New turret types
Remote control turret
Giving the spawnflag 1024 to a misc_turretG2 will make that turret player controlable. When the player uses it, their movement is redirected to the turret so they can aim and shoot.
Camera turret
If bolth spawnflags 1024 and 2048 (3072) are set, then the turret will become a camera turret, using the same system as the misc_camera entity. The player view will be just above or below the turret (depending on if spawnflag 2 (flip) is set).
Hoth turret
misc_turret (not to be confused with misc_turretG2) now will become a hoth turret every time, instead of only in siege games. Note that you cannot use this as remote control turret it will cause crash.
New professions
Tech profession
The tech profession can build objects (only 1 at a time), by harvesting resources. The 4 resources they need for objects are: Metal, Crystal, Blood Ore (an explosive inspired by the bloodmine map), and Chemical.
the tech sets his/her skills with /skilltech.
the current skills are:
Building skill: the higher the skill, the less expensive it is to build and the quicker you can build them
Quality skill: the higher this skill, the more health the built item has, as well as other qualities.
Mining skill: how much of a resource you get per ore unit.
Jumppack skill: still a beta, it isnt nearly finished but the raw code works. the tech binds a key to +button12, and holds it down to charge up a burst from their jumppack. on releace it lets out its charge and propels you in the direction you were facing.
this is not a jetpack, it is nowhere close to being as good as a jetpack
eventualy, a skill will be added so techs can repair droids/built items/turrets
The tech builds by /t2build. using it will show a list of items and their cost for each resource. doing /t2build <item name> will make the unbuilt item appear in front of them. They must then 'build' the item by using it for a bit (time depends on Building skill). Bolth the unbuilt and built items can be destroied, but their health is dependant on the Quality skill.
to get a list of the meterials you have, do /t2metr . Eventualy this command will also let you give resources to another Tech, or just drop them on the floor in crates.
current items that can be build are:
eweb: the placecannon thing
ammodisp, healthdisp, shielddisp: the floor unit, its charge depends on the quality skill.
explosive: an explosive crate, this appears pre-built, and using it for a while will disarm and remove it. its entire purpose is to be shot at and go BOOM. (well, not that big of boom, 120 damage at 200 radius)
uitems that the tech can make:
timebomb: a small handheld bomb with a time delay. Do /uitem to toggle the timer between 5, 10, 15, 20, 25, and disabled. If the item is dropped (with /dropui) and the timer is NOT disabled, then the bomb will activate and start beeping/blinking every seccond until it goes kablamo
bodyshield: a handheld shielding device that will protect you from a certain precent of damage. After it absorbs enough damage it will be destroyed. The absorbtion depends on the techs build quality skill, and the max damage before breaking depends on the techs build skill
antigrav: techs cant jump worth crap, but they can make this small device to lower their gravity a bit so they can jump higher. Gravity change amount is baised on quality skill.
glowglobe: nothing major, just a small sphere that emits light, good for dark maps. Can be toggled on and off.
bolth explosive and bomb need a lot of blood ore, which is supost to be the rarest of the meterials.
Cvars
g_adminseeplayernum -- the admin level required to see the player number next to the player chat. If -1, then it is disabled. Default 4
g_dosfix -- protects against the denial of service (the 'bots' exploit). set it to the maximum number of players allowed on the same IP address. Default 2
g_maxmsgs -- maximum number of messages a player can post at the message terminal. Default 5
g_noslideonplayer -- allows players to stand on eachothers heads
g_npccontrols -- enables/disabled the npc controls, its off at default (will eventualy be combined with g_cmddisable
g_techprof -- enables/disables the tech profession
g_autohitbox -- automaticly sets spawnflag 1 on misc_model_breakables. If this is on and you DONT want a solid model, then do mins,0 0 0,maxs,0 0 0,
g_keepweapons -- turns on the weapon saving system (on by default)
Now for some other thingys you may continue to ask about.
Rcon Stash Spawner once again from Special
Open a notepad write Code:
rcon "makestash";
Then when you saved it change its format to .t2s and put in into
gamedata/lugormod/t2scripts/
If you don't have t2scripts make it. If you saved it to stash.t2s make entity in-game.
Code:
/place t2_jscript 0 file,stash,targetname,spawnstash
Then button
Code:
/place misc_model_breakable 0 model,map_objects/factory/f_con1,spawnflags,193,target,spawnstash
Vehicle spawner
/place misc_model_breakable 0 model,map_objects/factory/f_con2,spawnflags,193,target,veh
/place LMD_spawner 50 npc_type,<vehicle name>,targetname,veh,count,1
Protection Shizbat
Code:
/place t2_antilame 0 maxs,100 100 100,mins,-100 -100 0
Turret
The Turret:
Code:
/place misc_turretG2 0 spawnflags,3072,targetname,(The TargetName of the Turret)
The Button:
Code:
/place misc_model_breakable 0 model,map_objects/factory/f_con1,spawnflags,193,target,(The Target the button is targetting)
Example:
Code:
/place misc_turretG2 0 spawnflags,3078,targetname,astupidturret,splashdamage,500,health,1000
This is a remote-controled deathstar turret upside-down that does 500 dmg and has 1000 hps
Code:
/place misc_model_breakable 0 model,map_objects/factory/f_con1,spawnflags,8193,target,astupidturret,message,Anti-Laming Turret,count,10
/place misc_turretG2 0 spawnflags,3080,targetname,<target>
COFFEE and UITEM
/place misc_model_breakable 0 model,[model],spawnflags,193,target,[target]
/place t2_uitem 0 targetname,[targetname],message,[It doesn't means message put name of uitem here!],spawnflags,1[add it if you want make uitem "teleporting" to player who buyed it, but when it will be used while player got already a uitem it won't spawn]
Examples:
Code:
/place misc_model_breakable 0 model,map_objects/desert/switch_locked,spawnflags,193,target,baruitem1
Code:
/place t2_uitem 0 targetname,baruitem1,message,beer,spawnflags,1
coffee, beer, stimulant, jawajuice, antigrav, timebomb, glowglobe, medpac, bodyshield
==================================================
Music Playing
/place target_speaker 0 spawnflags,5,noise,sound/ambience/narshaddaa/cantina_1
Kill Thingy
/place trigger_space 0
Password Terminal
/place t2_pwterminal 0 model,OMGHAX,message,SEXORGY,target,TARGET,target3,PASS LOL
Teleporter
/place trigger_teleport 0 maxs,100 100 100,mins,-100 -100 0,target,teleto
/place misc_teleporter_dest 20 targetname,teleto
Reshadering
*example*
/place t2_shaderremap 0 targetshadername,models/map_objects/cinematics/table,targetshaderNewName,textures/yavin/templewall_1
Lights
/place t2_light 0 color,R B G,light,Radius
Placing a BSP file, or another map
*Important must be able to see area bound boxes before placed, best way to check is to killother in area, if you can't see it, then it won't place right, if you can then woopee.*
/place misc_bsp 0 bspmodel,t1_inter
Debug commands
Mine Stuff
/place t2_materialmine 0 material,(1-blah)
Message Button
/place misc_model_breakable 0 model,map_objects/factory/f_con1,target,buttontext,spawnflags,97
/place target_print 0 targetname,buttontext,message,Testing,spawnflags,4(193 if you want the message to go to everyone)
DAY NIGHT SWITCH
Ok dude, u can do this 2 ways, do both and see wut u like better, put exactly this.
(the following r not solid objects, u can use these commands anywhere)
/place light 10 spawnflags,4,targetname,night
/place light 10 spawnflags,400,targetname,night
(the following is the command for the switch/ place it where u want the switch to be)
/place misc_security_panel 0 target,night
The second way u can do it is as follows
(it's a switch, place it where u want the switch to go)
/place misc_model_breakable 0 parm1,4,parm2,1000,spawnflags,64,target,night,model,map_objects/desert/switch3,usescript,common/switch_on,
(u can mess with the angles to get it right)
They will both work, just see wut one u like better, and wut one's easier for u
glowness, toyonder, whatsoverthere, wreckmycar, light, puplight, mathith, mathith bounds, mathith vectoangle, cloakme, cloakmyveh
dont remember them all
QUESTS
COMMANDS
Its easy
Here are the commands
/place misc_model_breakable 0 model,map_objects/factory/f_con1,spawnflags,193,target,rancorspwn,maxs,10 10 20,mins,-10 -10 0,
/place target_deactivate 0 targetname,rancorspwn,target,rancorswitch,
/place NPC_spawner 20 npc_type,<HERE YOU HAVE TO WRITE THE THE QUEST PEOPLE(rancor,rebornmaster,reborn,alora,shadowtrooper,dessan etc>,targetname,rancorspwn,count,-1,showhealth,1,health,3000,NPC_target,rancordead,
/place misc_model_breakable 0 model,map_objects/factory/f_con1,spawnflags,253,targetname,rancorcrswitch,target,rancorgetcr,
/place target_activate 0 targetname,rancordead,target,rancorcrswitch,
/place target_credits 0 targetname,rancorgetcr,count,<THE PRICE YOU WILL WIN AFTER BEAT THE QUEST>,
/place target_deactivate 0 targetname,rancorgetcr,target,rancorcrswitch,
/place target_activate 0 targetname,rancordead,target,rancorswitch,
/place target_deactivate 0 targetname,rancorcrstart,target,rancorswitch,
/place trigger_always 0 target,rancorcrstart,
/place target_deactivate 0 targetname,rancorspwn,target,rancorspwn,
/place target_activate 0 targetname,rancordead,target,rancorspwn,
/place misc_model_breakable 0 model,map_objects/factory/f_con1,spawnflags,8193,target,enterrancorquest,count,<THE PRICE WHICH YOU HAVE TO PAY TO ENTER THE QUEST,message,<TYPE HERE THE MESSAGE WHAT YOU WANNA VIEW WHEN PUSH THE BUTTON> /place target_teleporter 20 targetname,enterrancorquest,target,rancorquestenter,
/place misc_teleporter_dest 20 targetname,rancorquestenter,
/place target_teleporter 20 targetname,rancorgetcr,target,exitrancorquest,
/place misc_teleporter_dest 20 targetname,exitrancorquest,
~~~FROM INSANE~~~~
~~~~~~~~~~~~~~~~~~
team_CTF_redplayer
team_CTF_blueplayer
item_botroam
emplaced_gun
misc_turret
misc_turretG2
misc_camera
random_spot
money_dispenser
control_point
emplaced_eweb
target_fixdoor
target_credits
rail_mover
rail_track
rail_lane
misc_slotmachine
ghost_exit_red
ghost_exit_blue
t2_gravity_change
t2_pwterminal
t2_toggle
t2_light
t2_door
t2_rotating
t2_bobbing
t2_pendulum
t2_button
t2_rentterminal
t2_msgterminal
t2_propertyterminal
t2_propertycontrol
t2_property
t2_uitem
t2_jscript
t2_shaderremap
t2_antilame
t2_wind
t2_train
and for more sound lists it's easy to find out the path. Open your gamedata/base folder and open the assets 0, and open the sound folder.
Should be simple enough. And if you still don't get how to build by the time you read this and finish using ctrl f to find things then all hope is lost, Just use profession 1 or 2 and have fun. As many said before, lugormod isn't all about building. If you wanna do that then go to makermod.
Post został pochwalony 0 razy
Ostatnio zmieniony przez Special dnia Nie 13:34, 24 Maj 2009, w całości zmieniany 3 razy
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