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 Make a map help !!!!

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WarriorsHao
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PostSubject: Make a map help !!!!   Wed Sep 01, 2010 1:50 am

There is a guy give me this link : http://mysticforces.net/lugor/models/#bespin
and this link : http://www.phpbbplanet.com/clanatlantis/viewtopic.php?t=5559&mforum=clanatlantis

OMG , my english is very bad , i read and i understnad a little and dunt understand a little , plz some one can tell me how to do a new map with easy ways and easy words , THanks
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Siebe
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PostSubject: Re: Make a map help !!!!   Wed Sep 01, 2010 7:07 pm

from what I made for the new FG builders

§iébé wrote:
FG New Builder's Guide

Entry 1 June 26th 2010
Basic info

mmmk so many of you are starting to build and ofc have many questions about how things work ect, well here I'm gonna show you how to do alot of the basic things

ok before we actually get to the building part here is a introduction
Building in lugormod is complicated to say the least, but with practice it becomes way easier and more fun.
So a few basic things to know about lmd building before you start.

Spawnflags:
spawnflags are essential to almost every type of thing you place, they can control everything from whethere the model is solid to how its used.
The spawnflags system works like this
spawnflags 1, 2 , 4, 8, 16, 32, 64, 128 ect.
each number has its own attribute. and when you combine numbers you get both attributes.
for example with a fx runner, spawnflags 1 is start off, 2 is fire once and 4 is do damage, so when you combin them you get spawnflags 7 and that will give you a fx that starts off fires once everytime its targeted and does damage.
each different thing you can place has a different set of spawnflags and each can have different attributes. to look those up in detail go here or here
or for a more updated one check here

so now we need to learn the lugor building cmds:
/place - use this to place a misc_model_breakable, a fx_runner, func_static ect.
/delent - use this to delete things you place, /delent, will delete w/e you are looking at, or you can do /delent *ent Number* and it will delete said ent
/delall *classname targetname target ect* *sub category* - will delete everything on the map with that classname targetname or w/e
/blowup - simply put will blow up w/e you are looking at, or /blowup (name) will blowup a player, or /blowup (ent number) will detonate a ent
/trace - will show you all the of the stats on a ent, use like /trace to see the ent you are looking at or /trace *ent number*
/nearby - will show you ents near you
/nudge - will let you move a object you have placed, ext /nudge *ent number* 0 0 5, will nudge a object up 5 units
/spawnstring - a more complex cmd to learn later, but a very useful one
/actions - a useful cmd, the main use of this is
/actions undodelete respawn
that will respawn the last thing you deleted in the same spot, exactly as it was before deletion

mmk now to the building stuff

1st, place a model
/place misc_model_breakable 0 model,map_objects/factory/catw2_b,spawnflags,1,modelscale,1,angles,0 0 0

this will spawn a basic catwalk, solid and good for a floor

keys:
model: pick one of the many models JKA has and enter its field there ........................here is a model list
spawnflags: 1 for solid, 2 for animation, 193, for useable, 8193 for payable are the basic ones
target: target to fire when used (spawnflags 193 & 8193)
targetname: set a name for this if you want to be able to target it later.
modelscale: any number from .1 to w/e you can think of. 1 is default
angles: angel the unit in the direction you want (x y z)

(for all keys go to the ent guide linked to above)

so now you have that.


next would be your healing units.
shield is this :

/place misc_shield_floor_unit 0 nodrain,1,angles, 0 0 0
keys:
nodrain: when set to 1 this unit won't run out
angles: angel the unit in the direction you want (x y z)


ammo unit:
/place misc_ammo_floor_unit 0 nodrain,1,angles,0 0 0
same keys as shield

health:
/place misc_model_health_power_converter 0 angles,0 0 0
same keys as shield, except nodrain isn't needed


now to place a effect:
first a example
/place fx_runner 0 fxfile,effects/env/tractor_beam
will spawn a tractor beam
keys
fxfile: the effect to play .......................fx list
spawnflags: use the number you want for the desired effect
splashDamage: the amount of damage it will do (spawnflags 4 or 4 + smth)
splashRadius: how far the damage will spread
(for all keys go to ent guide)

Teleport buttons:
mmk first you need a teleport.
/place target_teleporter 30 targetname,*name*,angles,0 0 0
keys:
targetname: name you want it to have
angles : angels on the x y z axis'

then. you want a button to target said teleport
/place misc_model_breakable 0 model,map_objects/factory/f_con1,spawnflags,193,target,*targetname of teleporter*,angles,x y z
will spawn a button that when clicked will teleport you. use spawnflags 193 if you don't to pay, and spawnflags,8193 with a ,count,*amount* key if you want them to pay
you could also add a message to the button
,message,FFA AREA\n\nLaming Allowed

Password Buttons:
these are fairly simple
/place lmd_pwterminal 0 model,map_objects/factory/f_con1,spawnflags,1,target,*target to fire if pass is correct*,target2,*target to fire if pass is incorrect*,target3,*password*
use spawnflags 1 and a model key to get ya going on that

Lights!:

lights are a bit tricky at first
/place lmd_light 1 color,1 1 1,light,*amount*

keys:
color: values, use the format (red green blue) to set them,
so ex, color,1 0 0, would be red, 0 1 0, green, 0 0 1, blue, 1 11 is white, 1 0 1 is pink ect.
light: use this to make the light bigger/smaller "default amount is 100"
targetname: can add a targetname if you want to be able to switch the lights on/off


another cool feature is a misc_camera
how you use this is for example you place a camera with
/place misc_camera 0 targetname,spawncam
then have a button target it and you will view the camera whereever you place it
can use ,angles, with that


last thing: making a spawn

first you want to clear the map of the current spawns (do not die during this as it will mess the process up)
/delall info_player_deathmatch and then /confirm yes
then
/playerspawnpoint will place a spawnpoint where you are aiming at in the direction you are aiming.
you can then nudge that up with /nudge *ent number* x y z, to make the spawn higher off the ground

also you most likely want to add a no dmg zone to it
do that with a

lmd_restrict

spawnflags
1 - Damage restrict, the people inside cannot be inflicted with damage
2 - Restrict Force Powers, people cannot use force inside this area (includes non-offensive force heal/protect etc...)
4 - Disables jetpack
8 - Disables duelling
128 - Start inactive, must be hit by a target_activate entity to become active.

ex

lmd_restrict 0 maxs,150 150 150,mins,-150 -150 -0,spawnflags,15

disables damage, force jetpack and dueling inside the area

Entry 2 July 12 2010
House, House Traps, Jails, Lmd_doors & Remaps


ok making a house.

first actually make the house with your models ect.

the you want to make the door

so you want to use a lmd_door
lmd_door Info:

Spawnflags
1 - 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 take damage doors).
2 - Can be activated by force push/pull but also it can have a targetname
4 - 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 - wait in both the start and end states for a trigger event (stay opened until you use it again)
16 - 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 can use it with the use button (you can press it like a button)
128 - must be used by a target_activate before it can be used

Keys
model - the md3 model to draw
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 open if one of them is used, don't use too long names
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.

Main keys are model, targetname, speed, linear and movement.

*note* ON DOORS ALWAYS USE THE LINEAR KEY WITH VALUE OF 1

so a good example for a house door is

lmd_door 0 model,map_objects/rocky_ruins/portcullis,spawnflags,4,targetname,house_door,speed,200,movement,0 0 200,linear,1

will spawn a portcullis that moves up 200 units with a speed of 200, and closes itself a few seconds later


Next thing in the house process is the rentterminal
for this you use a
lmd_rentterminal

lmd_rentterminal info:

Spawnflags
1 - Time will expire if player dies while owning the terminal
2 - Can pay for more time while you already own the terminal
4 - Tell the renter when they are at 30/15/5 seconds left.

Keys
model - the md3 model to draw
message - Description of the terminal
count - Price per minute set (5 minutes = This price per those 5 minutes)
minutes - Minutes to own this (default 25)
wait - Time you have to wait before you can pay a!!!n if spawnflags 2 is set
maxtime - Players cannot buy more minutes than this amount
mintime - Players will not be able to buy less than this. Value in minutes.
target - What to fire at when used by the owner
target2 - What to fire at when the rent runs out
target3 - Used when the player first rents the terminal
target4 - Target to fire when used by someone other than the renter while being rented
target5 - Target to fire when used by someone and not currently rented
targetname - make the trigger target this value for the entity to be used

main keys are model, count, minutes, target and targetname

a good example for this would be

lmd_rentterminal 0 model,map_objects/imperial/control_panel,spawnflags,4,target,house_door,targetname,house_terminal,minutes,30,count,500

will spawn a control panel that costs 500 cr and will last 30 minutes, won't lose rent when you die


another common house thing is scale buttons
those are fairly simple.
first you make a useable button that targets the targetname of the scale you want. personally I also add ,modelscale,(value) to the button so that its the scale that it will scale you to

but once you do that you wanna place a
lmd_scale

Keys
scale - The scale amount you want the player to be, value from 1 up. amount like when you use /scale
time - The time it takes for the players scale to be set back to 100.
targetname - make the trigger target this value for the entity to be used

here is how I usually place it
lmd_scale 0 targetname,scale50,scale,50

I don't use the time key because ppl can just use the scale 100 button.

a house also usually features music, for that you need a
target_speaker

Spawnflags
1 - Makes the sound start On. Also loops the sound when complete.
2 - Makes the sound start Off.
4 - Everybody on the entire map can hear the sound.
8 - Only the activator can hear the sound.

Keys
noise - wav file to play
wait - Seconds between auto triggerings, 0 = don't auto trigger
random - Wait variance, default is 0
targetname - make the trigger target this value for the entity to be used

usually don't use random, but w/e

*note* if you crash its prolly cuz of a invalid sound file.

target_speaker 99 spawnflags,3,noise,sound/ambience/narshaddaa/cantina_1.mp3,targetname,house_music


spawns a speaker that plays the music featured at the bar/house usually. with spawnflags 3 it should start off, but doesn't always.
added 99 to the z axis so it is louder, for louder you can add more or for softer you can reduce that amount.


Lights are usually used, and they are explained above, just have a button target the targetname of the light to turn it off/on


House Trap/Punish Lamers

its the same set up basically
the only difference is the punish lamers uses a payable button( spawnflags 8193 ) the house trap uses usable button( spawnflags 193 )

you place a fx_runner
and have the
splashDamage set to like 999
splashRadius set to like 70 or so (just test and you can reduce/increase)
targetname
spawnflags 7

looks smth like this

fx_runner 0 fxfile,effects/env/huge_lightning,spawnflags,7,splashDamage,999,splashRadius,75,targetname,house_trap

will spawn a lightning does 999 dmg with a 75 unit radius



Speaking of Jail. here is how to make one
its simple, just make your "jail" and do

/jailspawnpoint

where you want the spawn points to be

suggestion, place 4-5 spawnpoints otherwise you could have a situation where if all spots are occupied ppl could spawn at spawn.


mmmk
remaps

you use the ent
lmd_remap

Keys
old - texture location that you're going to remap(change texture)
new - texture location that you're going to replace with
targetname - for if you want to make a remap not start off with the map. like the sky on trip that changes throughout the map

example
lmd_remap 0 old,textures/factory/cat_floor_b,new,textures/colors/black - makes middle of the catw2b black
lmd_remap 0 old,textures/factory/basic2_tiled_b,new,textures/colors/black - makes outer edge of a catw2b black

other commonly remapped items
gfx/mp/chat_icon
console
models/map_objects/factory/f_con1
models/map_objects/factory/f_con1_screen

shaders for remaps can be found almost everywhere,
map_objects
textures
gfx

to remap a sky is a bit tricky tho.
you must use another sky texture. and I advise you to save before it as sky remaps can crash if done wrong

example for the sky on kor2

lmd_remap 0 old,textures/skies/korriban,new,textures/skies/space

easy way to find the sky texture for your map is with UU 17
just do
!findmapshader (map name) all
ex
!findmapshader kor2 all


Entry 3. July 27th 2010
Stashes & Beginning Propetyterminal and iObjects

k
how to make stashes.

its simple really
/placerandomspot
just do that cmd around the map, and that will be the places your stash will spawn, *note* do it on the group or they could end up in the air

then for your dispensers

/place money_dispenser 0
then you can add angles and what not.




um for those who wanna do a collection quest. like the kor2 crystals or the jawa dolls on my surprise *for those that have seen it*

its simple as well

you want a lmd_drop

lmd_drop

Keys
customskill (see lmd_customskill for details) - The name of the skill to check.
customskillcompare - Comparison type. -1 for direct compare (use this for text), 0 for greater or equal to, 1 for less than. Default of 0.
customskillvalue - The value to compare to.
profession - Sets it so only a person with a certain profession can use a button.
-1 - No Profession
1 - Force User Profession
2 - Mercenary Profession
Note: Keys are combainable (Example: Force User + Mercenary = 1 + 2 = 3)
Level - Minimum player level.
MaxLevel - Maximum player level.
AdminLevel - Minimum admin level.
property - this entity will only work for people with access to the property set here
PlayerFlags - A bitmask of flags set by the lmd_playerflag entity.
Model - The model. If the model is a glm model, you need to include the '.glm' extention. You do not need the 'map_objects/' folder in the path.
Mins/Maxs - Hitbox data. Both values are vectors containing the x, y, and z sizes from the model's origin. Normally, the Mins data is negitive. If no mins or maxs are specified, then a hitbox is automatically calculated to cover the entire model.
Target - Target to fire when picked up.
Target2 - Target to fire when time runs out.
Noise - Sound to make when being picked up
Count - Number of credits to give the player. If this is set and no noise key is specified, then the noise key defaults to sound/interface/secret_area.wav
Velocity - Speed at which to toss this item. Default 50.
Angles - Angles to launch this item at
Time - Number of seconds to stay for. Set this to -1 for no time limit. Default 30.
Wait - Number of seconds to wait between triggerings.

so essentially out of all that you need
model.
target
noise
time -1

so you just go around placeing them

/place lmd_drop 0 model,map_objects/mp/crystal_red,spawnflags,1,target,crystal_access,noise,sounds/interface/secret_area.mp3,time,-1

then you need to place a lmd_iObject

which is fairly simple in this use

/place lmd_iObject 0 targetname,crystal_access,count,1,max,1,property,crystal_credits

that will make it give you 1 access to crystal_credits for each crystal.

then you need a propertyterminal

/place lmd_propertyterminal 0 model,map_objects/rift/statue,property,crystal_credits,target,crystal_reward

then all you need now is credits

/place target_credits 0 count,50,random,300,targetname,crystal_reward
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Spikerz
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PostSubject: Re: Make a map help !!!!   Wed Sep 01, 2010 9:46 pm

Noooo... All of our building secrets have been revealed!
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WarriorsHao
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PostSubject: Thanks but.   Wed Sep 01, 2010 11:06 pm

Thanks so much admin , but what is spawnflag , i understand how to spawn health machine , shield , ammo , teleport buttion , but what is spawnflag ?
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PostSubject: Re: Make a map help !!!!   Thu Sep 02, 2010 2:21 am

Let's explain it on a simple button.

So, to make a button you can use:

/place misc_model_breakable 0 model,map_objects/factory/f_con1,spawnflags,193,target,something

Spawnflags 193 will make this button usable...in other words..when you get close to it and press "ENTER" (or any other key set in your controls for usage of things) you will use that button, in the words of lugormod, you will trigger its target.

If you set the spawnflags to 1, then the model would just stand there and won't do anything.
If you set the spawnflags to 8385, then you will need to use /pay <amount> when you are close to that object, but you will also need to add in your cmd:

,count,<amount> where you replace <amount> with any number, this will make the player PAY the specified amount of credits to use that button, or in words of lugor..to trigger it's target Wink So the command for such payable button would look like this:

/place misc_model_breakable 0 model,map_objects/factory/f_con1,spawnflags,8385,count,500,target,something --- This will spawn a button on which the player needs to use the command /pay 500 to use it. It will cost him 500 credits to trigger that buttons target..which can be let's say a teleport to a room.

It's pretty well explained in Siebes answer to your question:

§iébé wrote:
Spawnflags:
spawnflags are essential to almost every type of thing you place, they can control everything from whethere the model is solid to how its used.
The spawnflags system works like this
spawnflags 1, 2 , 4, 8, 16, 32, 64, 128 ect.
each number has its own attribute. and when you combine numbers you get both attributes.
for example with a fx runner, spawnflags 1 is start off, 2 is fire once and 4 is do damage, so when you combin them you get spawnflags 7 and that will give you a fx that starts off fires once everytime its targeted and does damage.
each different thing you can place has a different set of spawnflags and each can have different attributes. to look those up in detail go here or here
or for a more updated one check here



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WarriorsHao
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PostSubject: Re: Make a map help !!!!   Thu Sep 02, 2010 10:02 pm

Thanks Vader . I want to ask : If i spawn a teleport button , how to use that teleport button to teleport to the place i want to go ?
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PostSubject: Re: Make a map help !!!!   Thu Sep 02, 2010 10:07 pm

For example:/Place misc_model_breakable 0 model,map_objects/factory/f_con1,spawnflags,193,target,teletest

/Place target_teleporter 12 targetname,teletest,angle,90

Or if u want it as an area which teles u to the wanted place...:

/Place trigger_teleport 0 mins,-20 -20 -100,maxs,20 20 100,target,spawn

/Place target_teleporter 12 targetname,spawn

I'd found a site which contains all the commands,here ya go:

Quests!
----------


KeyCard Quests:
**Part 1**
/place lmd_terminal 0 model,models/map_objects/rift/statue,target,droid_quest_info,target2,droid_quest_start_part1,cmd,What happened??,cmd2,Kay I help u.,message,\n^5Joe:\n^5Can you help finding my droid parts?,spawnflags,1,
/place lmd_propertyterminal 0 property,droid_quest_start_part1,target,already_start,target2,start_droid,targetname,droid_quest_start_part1

/place lmd_iobject 0 item,keycard,property,droid_quest_start_part1,maxentries,1,cantrade,0,targetname,start_droid,
/place target_print 0 targetname,start_droid,spawnflags,4,message,\n\n\n\n\n\n\n^1Thank you!! I hope you find them\nMay the droids be with you\nAnd find them in the right order.
/place target_print 0 targetname,already_start,spawnflags,4,message,^3\n\n\n\n\n\n\n^7You've already started the quest!!\nStart again.
/place target_print 0 targetname,droid_quest_info,spawnflags,4,message,I got robbed near bar.\nI started to leave but got robbed\nYou gotta help me please\nif you find them i give you a reward\n\nThere are 3 droid parts.Head.. hand and leg\nIf you find then return to me

**Part 2**
/place lmd_propertyterminal 0 mproperty,droid_quest_start_part1,target,yaa_here,target2,noes,targetname,droid_quest_part_2
/place lmd_iobject 0 item,keycard,property,droid_quest_start_part2,maxentries,1,cantrade,0,targetname,yaa_here
/place misc_model_breakable 0 model,map_objects/desert/3po_leg,spawnflags,97,target,droid_quest_part_2

**Part 3**
/place misc_model_breakable 0 model,map_objects/desert/3po_head,spawnflags,97,target,droid_quest_part_3
/place lmd_propertyterminal 0 property,droid_quest_start_part2,target,yaa_here1,target2,noes1,targetname,droid_quest_part_3
/place lmd_iobject 0 item,keycard,property,droid_quest_start_part3,maxentries,1,cantrade,0,targetname,yaa_here1


**Part 4**
/place misc_model_breakable 0 model,models/map_objects/desert/3po_arm,spawnflags,97,target,droid_quest_part_4
/place lmd_propertyterminal 0 property,droid_quest_start_part3,target,yaa_here2,target2,noes2,targetname,droid_quest_part_4
/place lmd_iobject 0 item,keycard,property,droid_quest_start_part4,maxentries,1,cantrade,0,targetname,yaa_here2
/place target_print 0 targetname,yaa_here2,spawnflags,4,message,^1I guess thats all\nI think i gotta talk with Joe.

**Part 5**
/place lmd_propertyterminal 0 property,droid_quest_start_part4,target,yaa_here3,target2,noes3,targetname,here
/place target_credits 0 targetname,yaa_here3,count,120,random,40
/place target_print 0 targetname,noes3,spawnflags,4,message,^3ARE YOU TRYING TO ROB ME?!\nYOU DONT HAVE THE PARTS\nDO YA?


---------------------------------------------------------------------------------


STARTINGBUTTON
/place lmd_door 0 model,map_objects/factory/f_con1,movement,0 0 -50,speed,10000,spawnflags,76,target,spawn4,targetname,getcr4,

THE NPC
/place NPC_spawner 20 NPC_type,probe,targetname,spawn4,count,-1,showhealth,1,health,800,NPC_target,dead4,angle,90

THE REWARD BUTTON
/place lmd_door -100 model,map_objects/factory/f_con1,movement,0 0 50,speed,10000,spawnflags,76,target2,getcr4,targetname,dead4,

THE CREDITS '
/place target_credits 0 targetname,getcr,count,165

THE TELE
/place target_teleporter 20 targetname,getcr4, ~



---------------------------------------------------------------------------------------------------



STARTINGBUTTON
/place lmd_door 0 model,map_objects/factory/f_con1,movement,0 0 -100,speed,10000,spawnflags,76,target,spawn1,targetname,getcr1,

THE NPC
/place NPC_spawner 20 NPC_type,probe,targetname,spawn1,count,-1,showhealth,1,health,750,NPC_target,getcr1, NPC_target5,getcr1,angle,90

THE CREDITS
/place target_credits 0 targetname,getcr1,count,1

THE TELE
/place target_teleporter 20 targetname,getcr1




Other Stuff

-----------------------------

PASSWORD DOORS!


1. Example Code: /place lmd_door 0 model,models/map_objects/factory/catw2_b,speed,(speed),targetname,(name),vehopen,1

2. Example Code: /place lmd_pwterminal 0 model,models/map_objects/factory/f_con1,target,(name),target2,kill,target3,(password),message,(message)


REMAPING!


Example Code: /place lmd_remap * old,(old texture),new,(new texture)



PropertyTerminal!


1./place lmd_propertyterminal 0 model,models/map_objects/factory/f_con2,spawnflags,2,target,(name),property,(property)

2./place lmd_door 0 model,models/map_objects/rocky_ruins/portcullis,speed,(speed),targetname,(name),vehopen,1

3./propadmin setrank (property) (username) (rank:owner,caretaker,guest)


Lmd_Drop!

/place lmd_drop 50 count,15,velocity,5,targetname,(name),model,players/r2d2/model.glm



Quests!

1./place misc_model_breakable 0 spawnflags,97,model,map_objects/factory/f_con1,spawnflags,8197,target,(name),message,(message),count,(count)

2./place NPC_spawner 20 NPC_type,(type),targetname,(name),target5,(name),health,(health),showhealth,(health),count,-1

3./place target_credits 0 targetname,(name),count,(count)

Quest with Target_Delay!

1./place misc_model_breakable 0 model,map_objects/factory/f_con1,spawnflags,97,target,AloraQuest,targetname,AloraQuest2,

2./place target_delay * targetname,AloraQuest,target,AloraQuest1

3./place NPC_spawner 30 NPC_type,alora,count,-1,health,3000,NPC_target5,Aloracredits,showhealth,1,targetname,AloraQuest1

4./place target_deactivate * targetname,AloraQuest1,target,AloraQuest2

5./place target_activate * targetname,Aloracredits,target,AloraQuest2



FX with damage!

/place fx_runner 0 fxFile,effects/mp/crystalbeamred,spawnflags,4,splashradius,(radius),splashdamage,(damage)

Buttons teleport!

1./place misc_model_breakable 0 spawnflags,97,model,map_objects/factory/f_con1,spawnflags,97,target,(name)

2./place target_teleporter 20 targetname,(name)


TrigerMultiple!

Public:

1./place trigger_multiple 0 maxs,10 10 10,mins,-10 -10 -10,target,(name)

2./place target_print 0 wait,1000,targetname,(name),message,(message)

Private:

1./place trigger_multiple 0 maxs,10 10 10,mins,-10 -10 -10,target,(name)

2./place target_print 0 wait,1000,targetname,(name),message,(message),spawnflags,4



Jail Spawn Point!

/place info_player_jail 15


G2Turrets!


misc_turretG2 Spawns a turret that will fire at a person

Spawnflags:

1 - Turrest will start off and toggle turning on and off when used, requires the
entity to have a targetname

2 - Turret will be upside-down (with foot part on floor).

4 - Turret will be a Turbo-Laser Turret, has a big splash radius

8 - Turret will respawn if killed.

16 - Turret will aim in front of the enemy, increases chance to hit.

32 - Turret will appear on radar.

64 - Turret will target air vehicles.

128 - Turret will target ground vehicles.

256 - Turret will target people who are armed, when saber is up or gun is firing

Keys:

radius - Maximum distance of targetting enemies (default 512).

wait - Time to wait between firing (default 150 ms).

dmg - Damage per shot (default 5).

health - Hit points of the turret (default 100).

count - Time to wait before respawning

paintarget - In the words of Lugor: target to fire off upon being hurt

painwait - In the words of Lugor: ms to wait between firing off pain targets

random - Random value (in degrees) of aiming off target when firing at targets (default 2)

shotspeed - Speed of the projectile the Turret fired
(default is for 1100 regular Turrets, or 20000 for Turbo-Laser Turrets)

splashDamage - How much the damage the explosion does

splashRadius - How far the explosion will reach

targetname - Name to be used if using a switch to activate or deactivate.

target - Target to activate upon being destroyed (E.g. Opening a door when turret is destroyed)

target2 - Target to activate upon firing at targets

showhealth - Will show health when person aims at the turret, if this has the value "1"

customscale - Custom scaling, 100 is default, 1024 is maximum, watch out with this

Example: /place misc_turretG2 0 spawnflags,265,health,2000000,[/quote]


Cameras!

1./place misc_model_breakable 0 model,map_objects/factory/f_con2,spawnflags,97,target,(name)

2./place misc_camera 500 targetname,(name)





Spawnflags: 1 - Makes the model solid. If maxs/mins are defined it will follow those, otherwise it will follow default maxs/mins,
which go to the full extent size of the model 97 - Makes the button usable, so when you press use on it, it fires at its target 8192 - Makes the button payable, you must use the count key for this, and it is also optional to use the message key. I included spawnflags,97, and 1 in it so you don't need to add them.

Keys:

profession - Sets it so only a person with a certain profession can use a
button. 1 - Jedi Profession 2 - Mercenary Profession

level - People with this level and above can use this, must be set to 1-40. So if you
set it to 5, people level 5 and up can use it while people below level 5 cannot use it.

adminlevel - People with this admin level and above can use this, must be set for 1-4, So
if you set it to 2, admins level 2 and up can use it, while people with level 3 and below cannot.

count - Only works when spawnflags are set to 8197, its the ammount of credits the person
must pay with the "/pay" command for the entity to fire its target.

message - Only works when spawnflags are set to 8197, its the message that people will see when
they press 'use' on the button.

gravity - Add this key with the number one after it and make the z-axis to something above
the ground and the model will be pushable and pullable.

target - What to fire at when used



Lmd_Terminal!



/place lmd_terminal 0 model,map_objects/hoth/console_on,target,(name),target2,(name),target3,(name),cmd,(name),cmd2,(name),cmd3,(name),spawnflags,1,targetname,(name)


Weapon Names & How to place them!



Example Code: /place emplaced_gun 0 spawnflags,1,count,10000,contraint,45,

Item Entities ** (all of these entities have the same keys) item_shield_sm_instant
item_shield_lrg_instant item_medpak_instant item_seeker item_shield item_medpac
item_medpac_big item_binoculars item_sentry_gun item_jetpack item_healthdisp
item_ammodisp item_eweb_holdable item_seeker item_force_enlighten_light
item_force_enlighten_dark item_force_boon item_ysalimari

Ammo Entities ** (all of these entities have the same keys) ammo_thermal ammo_tripmine
ammo_detpack ammo_force ammo_blaster ammo_powercell ammo_metallic_bolts ammo_rockets ammo_all

Weapon Entities ** (all of these entities have the same keys) weapon_stun_baton
weapon_melee weapon_saber weapon_blaster_pistol weapon_concussion_rifle weapon_bryar_pistol
weapon_blaster weapon_disruptor weapon_bowcaster weapon_repeater weapon_demp2 weapon_flechette
weapon_rocket_launcher weapon_thermal weapon_trip_mine weapon_det_pack weapon_emplaced

/place (type) 0 wait,-1,targetname,(name)

Lights!

/place lmd_light 0 color,1 0 1,light,500,offcolor,0 1 0,offlight,500,targetname,(name)

Lmd_mover!

/place lmd_mover 0 model,models/map_objects/mp/sphere,onaduration,1000,onadelta,0 180 0,onatype,2,spawnflags,1


Cr_Giver!

/place misc_model_breakable 0 model,map_objects/factory/f_con2,spawnflags,97,target,(name)

/place target_credits * targetname,(name),count,(count)

/place target_credits * targetname,(name),count,(count)

/place target_credits * targetname,(name),count,(count)

/place target_credits * targetname,(name),count,(count)


Simple Teleport!

/place trigger_multiple 0 maxs,50 50 50,mins,-50 -50 0,target,(name)

/place target_teleporter 20 targetname,(name),angle,180

PowerUps!


Powerup Spawnflags:

0 - nothing

1 - multiply the damage by the value in the cvar g_quadfactor

2 - protection from lava/acid, and protects from all radius damage (but takes knockback). also absorbs 50% of all damage

3 - force pull effect

4 - red team flag

5 - blue team flag

6 - not used, lugor uses this for the glow-around-the-player stash effect

7 - singleplayer shield damage effect. t2 uses this for the bodyshield uitem

8 - for the dodge effect (sniper fire while your using force sense on a higher level (preferably 3 or higher, will not work if they shoot at your feet, only at your head or torso)

9 - despite its name, this is a force push effect (like PW_PULL, exept the other way around)

10 - force speed effect

11 - cloaking effect (this does NOT make npcs ignore you by itself, notarget is set by the game code when you use the cloaking item)

12 - force enlightenment

13 - force dark enlightenment

14 - Force Boon

15 - The ysalarimi

Example Code: /place target_powerup * targetname,ysalarimi,powerup,15,


Lmd_rentterminal!

/place lmd_rentterminal 0 model,models/map_objects/factory/f_con1,message,(message),minutes,(minutes),count,(count),target,(name),target2,(name),target3,(name)


Invisible wall!

/place misc_model_breakable 0 spawnflags,1,maxs,10 10 10,mins,-10 -10 -10

lmd_speakers!

\place misc_model_breakable 0 model,map_objects/desert/switch_locked,spawnflags,97,message,(message),target,(name)

/place target_speaker 50 noise,sound/ambience/narshaddaa/cantina_1.mp3,targetname,(name),spawnflags,1

Lmd_scale!

/place lmd_scale * targetname,(name),scale,50,time,20,

Lmd_gravity!

/place lmd_gravity * targetname,fatty,count,2000,

NPC_Vehicle!

/place NPC_Vehicle 30 NPC_type,swoop_mp,count,-1,targetname,swoop_1,


Trigger_space!

/place trigger_space 0 mins,-20 -20 0,maxs,20 20 50,targetname,space,

target_score!

/place target_score * targetname,negative_points,count,-5,


trigger_hurt!

/place trigger_hurt 0 mins,-500 -500 0,maxs,500 500 200,dmg,-1,targetname,hole_die,


Lmd_spawner!

/place LMD_spawner 40 NPC_type,swoop,count,1,

Fun_timer!

/place func_timer * target,light_switch,spawnflags,1,wait,3,random,1,

target_screenshake

/place target_screenshake * intensity 2000,duration,100,globalshake,1,targetname,shakey,

Target_kill

/place target_kill * targetname,kill

Respawn entities!

/actions undodelete respawn

Stash Zone!

1./place money_dispenser 0 angle,90,

2./place random_spot 0

Delete & place player spawnpoints!

/rcon entitylist info_player_deathmatch

/playerspawnpoint



Some Misc Cmds!

/place emplaced_gun 0 spawnflags,1,count,10000,contraint,45,

/place misc_bsp 0 bspmodel,t1_inter,

/place misc_ammo_floor_unit 0 nodrain,1,

/place misc_shield_floor_unit 0 nodrain,1,

/place misc_model_health_power_converter 0

Target Play Music!

/place target_play_music * targetname,t2_initial_enitity,music,music/mp/duel.mp3,

Hack Button!

/place trigger_multiple 0 mins,-15 -15 0,maxs,15 15 45,spawnflags,4,usetime,10000,target,(name)

/place misc_model_breakable 0 model,map_objects/factory/f_con1,spawnflags,97,targetname,(name)

Lmd_gravity!

/place lmd_gravity * targetname,fatty,count,2000,

Func_BenDulum

/place func_pendulum * origin,0 200 0,model,*5,speed,5,

Snow effect!

/place fx_snow 0

Func_Rotating!

/place func_rotating * origin,200 0 0,model,*5,dmg,200,spawnflags,20,spinangles,90 20 50,

Func_Static!

/place func_static 0 model,*

Func_Train!

/place func_train * target,(name),speed,200,dmg,200,spawnflags,64,model,*134,origin,X Y Z

/place path_corner 20 targetname,path_a,target,path_b,wait,5,speed,90,

/place path_corner 20 targetname,path_b,target,path_c,wait,5,speed,90,

/place path_corner 20 targetname,path_c,target,path_a,wait,5,speed,90,


Place NPC,Player Models!
/place misc_model_breakable 0 model,players/boba_fett/model.glm,spawnflags,1
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Siebe
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PostSubject: Re: Make a map help !!!!   Fri Sep 03, 2010 9:14 am

honestly petio,

thats a good post, but you need to explain it to new builders, or they won't learn, so then when things go wrong they don't know how to fix them
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Vader
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PostSubject: Re: Make a map help !!!!   Fri Sep 03, 2010 11:54 am

Lol petio in additon to what Siebe said, tell me, if you would be new in lugormod and want to learn building...would you seriosly read that bunch of commands you posted? xD
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WarriorsHao
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PostSubject: Re: Make a map help !!!!   Sun Sep 05, 2010 8:07 am

Thanks guys, btw , how can i know the axis , and what map can i do ? i use KOTF so i dunt know what map can i use .
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Luvu2♂Dea♂Th
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PostSubject: Re: Make a map help !!!!   Mon Sep 06, 2010 12:43 am

lol razor says it all
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Siebe
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PostSubject: Re: Make a map help !!!!   Mon Sep 06, 2010 12:59 am

WarriorsHao wrote:
Thanks guys, btw , how can i know the axis , and what map can i do ? i use KOTF so i dunt know what map can i use .

/dir maps

will list you all the maps you can use

and the axis. I don't know what you mean exactly. if you just mean the rotation axis...its hard to explain, but its set up like "x y z" so ya...
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WarriorsHao
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PostSubject: Re: Make a map help !!!!   Mon Sep 06, 2010 4:03 am

I want to know locate of the map on axis , so i can use teleport button on that place .
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Pete'
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PostSubject: Re: Make a map help !!!!   Mon Sep 06, 2010 4:50 am

1.Go to that place 2.Get your crosshair on it 3.Write /place target_teleporter 12 targetname,<Button's targetname>
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WarriorsHao
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PostSubject: Re: Make a map help !!!!   Mon Sep 06, 2010 8:36 am

Your guys dunt get me . I mean when u press the teleport button , it will teleport to some where right ? I want to know the exactly axis on map to teleport to that place or the teleport button will be useless .
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WarriorsHao
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PostSubject: Re: Make a map help !!!!   Wed Sep 08, 2010 4:34 am

Hey Siebe , i create my own sever ( new game button in multiplayer ) , but i cant use place cmd , action , blowup ,etc...
Bytheway , when i create finish , am i post to 4rum and u guys will add it to the sever , right ?
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PostSubject: Re: Make a map help !!!!   Wed Sep 08, 2010 12:30 pm

um
go into your gamedata folder and find the file called "start dedicated"

use that to start your server
then go into the start menu and switch the search option to local and the server there will be yours.

then in your lugormod folder of the gamedata folder, there is a server.cfg

open it and it should look like this or so

Code:
// Server Config
developer "1"

seta sv_hostname "My Server"
seta g_motd ""
seta g_enterMotd "Welcome into my server ^^"
seta g_motdDispTime "5" //Seconds
rconpassword "omgomgomgsiebeissoamazing"

seta sv_privatePassword ""
seta sv_privateClients  ""
seta sv_fps            "50"
// gametypes
// 0 = FFA
// 1 = HOLOCRON
// 2 = JEDI MASTER
// 3 = DUEL one on one tournament
// 4 = POWER DUEL
// 5 = SINGLE PLAYER
// 6 = TEAM DEATHMATCH
// 7 = SIEGE
// 8 = CTF
// 9 = CTY
// 10= BATTLE_GROUND

seta dmflags       "128"
seta g_creditsInBank "500000" //How much money the bank will start out with
seta g_checkSkins "0" //Check the validity of player skins (might disable some obscure custom skins)
seta g_chickenTime "60" //Time in seconds (set to "0" to disable the chicken rule)
seta g_maxHolocronCarry "3"
seta g_fixShields "1" //Make the force fields in ffa more powerful
seta g_maxVoteCount "3"
seta g_nameForServer "^7§^0i^7é^0b^7é" //The name displayed when you use 'say' from rcon
seta g_duelForcePowerDisable "32765"
seta g_meditateProtect "40000"
seta g_pickupDisable    "28" //Disable ammo, armor and health pick ups.
seta g_cmdDisable "0"  //Disable Lugormod commands
seta g_voteFix    "1"  //If not set casting no vote is equivalent to voting no
seta g_disableBail "0" //If set, disables bailing from flying fighters
seta g_kingTime "600" //10 minutes
seta g_dontLoadNPC    "1" //If you are going to run sp maps, set this to 1.
seta g_tmpBanTime      "500" //20 minutes.
seta g_cmdLvlFile "cmdleveldefs.cfg"
seta g_profanityFile "" //a file listing words not allowed on the server. This is disabled when not set
seta g_regForceRank "5" //The force rank registered users start at.
seta g_gameMode "0" //0 = normal game
seta lmd_spturrets "1"
seta lmd_vehcloaking "1"
seta lmd_loginSecurity "0"
seta cg_dismember "200"
seta lmd_logArchive "1"
seta g_statLog "1"
seta g_statLogFile "StatsLog.log"
seta g_log          "Game"
seta g_logClientInfo "1"
seta logfile "3"


// Lugormod
seta lmd_maxSameip "0"
seta lmd_logArchive            "1"
seta lmd_banfile               "bans.txt"
seta lmd_maxsameip            "0"
seta lmd_autobansameip            "0"
seta lmd_DataPath             "default"
seta lmd_startingcr             "10000"
seta lmd_stashrate             "10"
seta lmd_stashdepotime             "15000"
seta lmd_stashcr                "200"
seta lmd_admingodlevel             "1"
seta lmd_adminCheatsLevel         "1"
seta lmd_admindefaultlogfile         "all"
seta lmd_enforceentwait          "600"
seta lmd_spturrets             "1"
seta lmd_vehcloaking            "1"
seta lmd_accBaseDays            "0"
seta lmd_accLevelDays            "7"
seta lmd_accMaxDays            "70"
seta lmd_chatDisable            "16"
seta lmd_chatDisableUseSay         "1"
seta lmd_saveAllPlaced            "1"
seta lmd_loginSecurity            "0"
seta sv_timeout             "500"

sets ^3URL "www.forsakengods.co.nr"
sets ^3Clan "Forsaken Gods Building Server"
//Some cvars that controls the Jedi Master game type
//--------------------------------------------------
seta g_jmsaberDamageScale "3"
seta g_jmhealthbar    "1"
seta g_jmsaberreplace "12"
seta g_jmstarthealth "300"
seta g_jmforcelevel "3"
seta g_jmkillhealth "100"
//--------------------------------------------------

//Only available in the Mac OS X (bundle) and Linux versions
//------------------------------------
seta g_nakenPassword  ""
seta g_nakenAddress    ""
seta g_nakenRoom      ""
//------------------------------------

seta g_grapplingHook  "1" //weapon_stun_baton doubles as grappling hook.
seta g_disableSpec    "0" //Disable spectating

seta g_inactivity      "9999999999" //10 minutes
seta g_showDuelHealths "1"
seta bot_honorableduelacceptance "1"
seta bot_forcepowers  "0"
seta sv_allowDownload  "0"
seta g_noSpecMove      "0"
seta timelimit        "0"
seta fraglimit        "0"
seta duel_fraglimit    "10"
seta capturelimit      "10"
seta sv_pure          "0"
seta g_saberrealisticcombat "20"
seta bot_thinktime    "100"
seta g_botsFile        "bots.cfg"
seta bot_enable        "1"
seta g_allowNPC        "1"
seta bot_minplayers    "0"
seta g_spskill        "5"
seta g_stepSlideFix    "1"
seta g_autoMapCycle    "1"
seta g_maxForceRank    "6"
seta g_debugmelee      "1"
seta g_antilag        "1"
seta sv_floodProtect  "0"
seta sv_cheats        "0"
seta sv_maxPing        "999"
seta sv_maxclients    "6"
//seta g_privateDuel    "17407"
seta g_privateDuel    "4351"
seta g_saberLocking    "0" //don't enable, it kills the server (not my doing)
seta g_saberLockFactor "0"
seta g_forceBasedTeams "1"
seta g_duelWeaponDisable "524287"
seta g_maxGameClients  "0"
seta g_jediVmerc      "0"
seta g_saberTraceSaberFirst "0"
seta g_slowmoDuelEnd  "0"
seta g_saberDamageScale "1"
seta g_forceRegenTime  "100"
seta g_spawnInvulnerability "3000"
seta g_forcePowerDisable "0"
seta g_weaponDisable    "131059"
seta g_allowDuelSuicide "1"
seta g_fraglimitVoteCorrection "1"
seta g_friendlyFire    "1"
seta g_friendlySaber  "1"
seta g_teamAutoJoin    "1"
seta g_teamForceBalance "1"
seta g_logClientInfo  "1"
seta g_log            "games.log"
seta g_logSync        "0"
seta g_statLog        "0"
seta g_statLogFile    "statlog.log"
seta g_banIPs          ""
seta g_filterBan      "1"
seta g_siegeRespawn    "20"
seta g_allowVote      "30"
seta g_timeouttospec  "9999999999"
seta g_saberDmgVelocityScale "0"
seta g_saberDmgDelay_Idle "350"
seta g_saberDmgDelay_Wound "0"
seta g_npcspskill      "0"
//seta g_austrian        "0"
seta g_powerDuelStartHealth "200"
seta g_powerDuelEndHealth "200"
seta g_dismember "200"
seta g_AllowBlackNames "1"
seta g_forceRespawn "3"

// below will rotate through all multiplayer maps
// found in the assets0.pk3 file and use the correct
// gametype for each map
//GT_FFA
set d1 "set g_gametype 0; map vjun3 ; set nextmap vstr d2;exec addbots.cfg"
set d2 "set g_gametype 0; map t3_hevil ; set nextmap vstr d3;exec addbots.cfg"
set d3 "set g_gametype 0; map t1_surprise ; set nextmap vstr d4;exec addbots.cfg"
set d4 "set g_gametype 0; map mp/siege_hoth ; set nextmap vstr d5;exec addbots.cfg"
set d5 "set g_gametype 0; map t1_sour ; set nextmap vstr d1;exec addbots.cfg"

//GT_HOLOCRON
set d11 "set g_gametype 1; map vjun3; set nextmap vstr d12"
set d12 "set g_gametype 1; map kor2 ; set nextmap vstr d13"
set d13 "set g_gametype 1; map t3_hevil ; set nextmap vstr d14"
set d14 "set g_gametype 1; map mp/ffa4 ; set nextmap vstr d15"
set d15 "set g_gametype 1; map mp/ffa5 ; set nextmap vstr d11"

//GT_JEDI_MASTER
set d21 "set g_gametype 2; map mp/ffa1 ; set nextmap vstr d22"
set d22 "set g_gametype 2; map mp/ffa2 ; set nextmap vstr d24"
set d23 "set g_gametype 2; map mp/ffa3 ; set nextmap vstr d24"
set d24 "set g_gametype 2; map mp/ffa4 ; set nextmap vstr d25"
set d25 "set g_gametype 2; map mp/ffa5 ; set nextmap vstr d21"

//GT_DUEL
set d31 "set g_gametype 3; map mp/duel1 ; set nextmap vstr d32"
set d32 "set g_gametype 3; map mp/duel2 ; set nextmap vstr d33"
set d33 "set g_gametype 3; map mp/duel3 ; set nextmap vstr d34"
set d34 "set g_gametype 3; map mp/duel4 ; set nextmap vstr d35"
set d35 "set g_gametype 3; map mp/duel5 ; set nextmap vstr d36"
set d36 "set g_gametype 3; map mp/duel6 ; set nextmap vstr d37"
set d37 "set g_gametype 3; map mp/duel7 ; set nextmap vstr d38"
set d38 "set g_gametype 3; map mp/duel8 ; set nextmap vstr d39"
set d39 "set g_gametype 3; map mp/duel9 ; set nextmap vstr d40"
set d40 "set g_gametype 3; map mp/duel10 ; set nextmap vstr d31"

//GT_POWERDUEL
set d41 "set g_gametype 4; map mp/duel1 ; set nextmap vstr d42"
set d42 "set g_gametype 4; map mp/duel2 ; set nextmap vstr d43"
set d43 "set g_gametype 4; map mp/duel3 ; set nextmap vstr d44"
set d44 "set g_gametype 4; map mp/duel4 ; set nextmap vstr d45"
set d45 "set g_gametype 4; map mp/duel5 ; set nextmap vstr d46"
set d46 "set g_gametype 4; map mp/duel6 ; set nextmap vstr d47"
set d47 "set g_gametype 4; map mp/duel7 ; set nextmap vstr d48"
set d48 "set g_gametype 4; map mp/duel8 ; set nextmap vstr d49"
set d49 "set g_gametype 4; map mp/duel9 ; set nextmap vstr d50"
set d50 "set g_gametype 4; map mp/duel10 ; set nextmap vstr d41"

//GT_SIEGE
set d71 "set g_gametype 7; map mp/siege_desert ; set nextmap vstr d72"
set d72 "set g_gametype 7; map mp/siege_hoth ; set nextmap vstr d73"
set d73 "set g_gametype 7; map mp/siege_korriban ; set nextmap vstr d71"

//GT_CTF
set d81 "set g_gametype 8; map mp/ctf1 ; set nextmap vstr d82"
set d82 "set g_gametype 8; map mp/ctf2 ; set nextmap vstr d83"
set d83 "set g_gametype 8; map mp/ctf3 ; set nextmap vstr d84"
set d84 "set g_gametype 8; map mp/ctf4 ; set nextmap vstr d85"
set d85 "set g_gametype 8; map mp/ctf5 ; set nextmap vstr d81"

//GT_CTY
set d91 "set g_gametype 9; map mp/ctf1 ; set nextmap vstr d92"
set d92 "set g_gametype 9; map mp/ctf2 ; set nextmap vstr d93"
set d93 "set g_gametype 9; map mp/ctf3 ; set nextmap vstr d94"
set d94 "set g_gametype 9; map mp/ctf4 ; set nextmap vstr d95"
set d95 "set g_gametype 9; map mp/ctf5 ; set nextmap vstr d91"

GT_BATTLE_GROUND

set d101 "set g_gametype 10; map t3_bounty ; set nextmap vstr d102"
set d102 "set g_gametype 10; map t2_trip ; set nextmap vstr d103"
set d103 "set g_gametype 10; map t2_dpred ; set nextmap vstr d101"

// start the first map
vstr d1
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WarriorsHao
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Age : 21
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PostSubject: Re: Make a map help !!!!   Fri Sep 10, 2010 10:56 pm

I want to ask , the test of Siebe and Gijoke , (right ? ) , how can i suppose to make a map ? i cant event use place cmd >.< And create my own sever , ok , can use place , but cant save the map . Help .
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Siebe
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PostSubject: Re: Make a map help !!!!   Sat Sep 11, 2010 1:18 am

the "test" is rly just testing your map to see if it works right and to make sure it meets standards ect.

the place cmd should be on admin level 1,
save cmd is /mapents save default or /mapents save (name)
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WarriorsHao
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Join date : 2010-08-27
Age : 21
Location : Viet Nam ( Chinese )

PostSubject: Re: Make a map help !!!!   Sat Sep 18, 2010 11:13 pm

I have start , and it run , it have Hintch warning fram ....(...:numbers) , and i change to local , but there is nt any sever for me , plz help.
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Make a map help !!!!
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