![]() There are a zillion possible alterations of the example procedure shown below, it's just not possible to give you all the possible methods of interaction - the document would be of infinite size and thus infinitely unhelpful. I = index of target teleport (see above) - current FOV placement is direction your facing on exit I = index of this teleport (needs to be unique) 0 is ogro, 1 is rhino, 2 is ratamahatta, 3 is slith, 4 is bauul, 5 is hellpig, 6 is hellknight, 7 is goblin - current FOV placement is direction it's facing, tweak by entproperty 0 P = power of push, H and V power in direction of N/S and E/W (absolute on map).This means you could have two jumppads diagonally opposite each other and with properties 23 10 -10 and 23 -10 10, These ents will take their original orientation from your viewing angle at time of placement, this angle will be saved in entproperty 0 (usually - check on your console to be sure!) Some entities constantly rotate, others can be orientated - for example mapmodels, teledest and playerstarts. Or if you like to scroll via MW + 4 and select the appropriate property (0.3) via MW + 3 you might use this script. modify a certain property of your selected (or closest) entity by using X: mirror cube (along current faces plane)Ĭreate entities via menu or by manually calling newent NAME ]]]drag entities by their sparkly along plane closest to current FOV.C and V: copy / paste (use +/- X gridsize for scaling).J-scroll: select brush (just for heightfields).R-scroll: rotate cube (along current faces normal).Q-scroll: push current corner into cube - also middle mousebutton.Copy-Paste is now as easy as orientating from the face you chose as "handle". Then right-click a face somewhere nearby. after the first entity in a given set, right-click to add all the rest of the set. So too is the usage of right clicking to extend selection.ĭon't underestimate the power this gives you, e.g. Left-clicking to mark entities or faces is straight-forward. A good primer to every budding mapper is Some general mapping tips (by makkE on quadropolis). Some basic introduction into sauerbraten editing mode is given here Sauer Editing (by staffy on quadropolis). Using a wheel-mouse is highly recommended and the default bindings assume one is used! Take a look at the scripting section if you want to adapt your bindings. These pages will assume you are running a default keymapping if telling you about a key binding. Aside from any autoexec.cfg edits you use, this file contains everything you'll need to get editing fast. The easiest thing to do here, is simply print out the file found in \Sauerbraten\data\defaults.cfg. To get started with Sauerbraten editing, you will first need to be acquainted with the key mappings. ![]() ![]() Your installation folder holds some offline documentation in "docs/" - always keep it handy! You might also want to read the Edit WalkThrough to get you going and/or verify you've got the basics down. Value ranges always start at 0, so the 1st entproperty is entproperty 0! ![]() are, of course, always relative to your current viewport, unless explicitly noted otherwise! Any and all dimensions : Width x Depth x Height. If we write 'X' - key X is what you should press. ![]()
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