edittoggle
Switches between map edit mode and normal (default key: e). In map edit mode you can select bits of the map by clicking or dragging your crosshair on the cubes (using the "attack" command, normally MOUSE1), then use the commands below to modify the selection. While in edit mode, physics & collision don't apply (noclip), and key repeat is ON.
dragging 0/1
Select cubes when set to 1. stop selection when set to 0
editdrag
Select cubes and entities. (default: left mouse button)
selcorners
Select the corners of cubes. (default: middle mouse button)
moving 0/1
set to 1 to turn on. when on, it will move the selection (cubes not included) to another position. the plane on which it will move on is dependent on which side of the selection your cursor was on when turned on. set to 0 to turn off moving. if cursor is not on selection when turned on, moving will automatically be turned off.
editmovedrag
if cursor is in current cube selection, holding will move selection. otherwise will create new selection.
cancelsel
Cancels out any explicit selection you currently have (default: space).
editface D N
This is the main editing command. D is the direction of the action, -1 for towards you, 1 for away from you. N=0 to push all corners in the white box. N=1 create or destroy cubes. N=2 push or pull a corner you are pointing at.
gridpower N
Changes the size of the grid. (default: g + scrollwheel)
edittex D
Changes the texture on current selection by browsing through a list of textures directly shown on the cubes. D is the direction you want to cycle the textures in (1 = forwards, -1 = backwards) (default: y + scrollwheel). The way this works is slightly strange at first, but allows for very fast texture assignment. All textures are in a list. and each time a texture is used, it is moved to the top of the list. So after a bit of editing, all your most frequently used textures will come first, and the most recently used texture is set immediately when you press the forward key for the type. These lists are saved with the map.
gettex
moves the texture on the current selection to the top of the texture list. Useful for quickly texturing things using already textured geometry.
selextend
Extend current selection to include the cursor.
passthrough
normally cubes of equal size to the grid are given priority when selecting. passthrough removes this priority while held down so that the cube the cursor is directly on is selected. Holding down passthrough will also give priority to cube over entities. (default: alt)
reorient
Change the side the white box is on to be the same as where you are currently pointing. (default: shift)
flip
Flip (mirror) the selected cubes front to back relative to the side of the white box. (default: x)
rotate D
Rotates the selection 90 degrees around the side of the white box. Automatically squares the selection if it isn't already. (default: r + scroll wheel)
undo
Multi-level undo of any of the changes caused by the above operations (default: z [or u]).
redo
Multi-level redo of any of the changes caused by the above undo (default: i).
copy
paste
Copy copies the current selection into a buffer. Upon pressing 'paste', a selection box will be created to identify the location of the pasted cubes. Releasing the 'paste' button will actually paste the cubes. So combined with the 'moving' command you can easily place and clone sets of cubes. If the current gridsize is changed from the copy, the pasted copy will be stretched by the same factor.
editcopy
editpaste
Will copy cubes as normal copy, but also features entity copies. There are three different methods of use:
replace
Repeats the last texture edit across the whole map. Only those faces with textures matching the one that was last edited will be replaced.
editmat
Changes the type of material left behind when a cube is deleted. Currently the following types of materials are supported:
recalc
Recalculates scene geometry. This also will regenerate any envmaps to reflect the changed geometry, and fix any geometry with "bumpenv*" shaders to use the closest available envmaps. This command is also implicitly used by calclight.
havesel
Returns the number of explicitly selected cubes for scripting purposes. Returns 0 if the cubes are only implicitly selected.
getheightmap
This command will turn any selection into a heightmap mode selection (default: H). When this happens the selection will turn green with the orientation and gridsize denoted by four corner squares on one side of the selection. When the selection enters heightmap mode, the cubes within the selection will mimic a heightmap and so the geometry within the selection will be changed if it is not already of heightmap style. The point of heightmap mode is that all editface commands will now edit the selected cubes using a brush instead of the default behaviour. The selection will also dynamically resize itself in order to generate the entire heightmap. This obviously means that it can overwrite cubes below and above it. Other then these changes the selection functions exactly the same as the normal selection, which means you can copy it, extend it, cancel it, etc. The only exceptions to this right now are the flip and rotate commands. This type of selection cannot currently be used in coop edit.
selectbrush D
This is not an actual engine command, but rather an alias which is defined in data/brush.cfg. It is to be used as a modifier (default: B), and switches between the various brushes that have been saved within that config file.
copybrush
This command (default: K) copies the current heightmap mode selection and saves it as a new brush. The current location of the cursor will turn into the new handle of the brush.
savebrush name
This will save the current brush in script format. This script will be saved in a file called mybrushes.cfg file for example. This is usually used after copybrush. The brush can also be named for easy reference later.
smoothmap
This will apply a simple moving average filter to the heightmap thereby making the change between neighbouring points less abrupt. Smoothmap can be executed multiple times on a heightmap to increase the smoothness.
clearbrush
This resets the current brush that is used during heightmap mode editing.
brushvert x y depth
A brush is a 2D map that describes the depth that the editface commands should push into the cubes at various points. The first two parameters of brushvert are the X and Y coordinates, respectively, of a vert on this 2D map. The last parameter is used to set the depth.
brushx
brushy
Along with the 2D map, all brushes also have a handle. This handle is a reference point on the 2D map which defines where the brush is relative to the editing cursor. These two variables define the brush handle's coordinates.
newent type value1 value2 value3 value4
Adds a new entity where (x,y) is determined by the current selection (the red dot corner) and z by the camera height, of said type. Type is a string giving the type of entity, such as "light", and may optionally take values (depending on the entity). The types are defines below in the Entity Types section.
delent
deletes the selected entities
entflip
flip the selected entities. cube selection serves as both reference point and orientation to flip around.
entpush D
push the selected entities. cube selection serves as orientation to push towards.
entrotate D
rotate the selected entities in relation to the cube selection.
entmoving 0/1/2
set to 1 to turn on. if an entity is under the cursor when turned on, the entity will get toggled selected/unselected (set to 2 to add to selection instead of toggle). if selected, one can move the entity around using the cursor. if multiple entities are selected, they will also move. the plane on which the entity will be moved is dependent on the orientation of the cube surrounding the entity. set to 0 to turn off moving. if no entity is under the cursor when turned on, it will automatically turn off.
entdrop N
variable controlling where entities created with "newent" will be placed. N=0 place entities at your current eye position. N=1 drop entities to the floor beneath you. Lights, however, will be placed at your current eye position as for N=0. N=2 place entities at the center of the currently selected cube face. If a corner is selected, the entity will be placed at the corner vertex. N=3 behaves as with N=2, except all entities, including lights, will then bedropped from that position to whatever floor lies beneath. This mode is useful for placing objects on selected floors. Lights are also dropped to the floor, unlike for N=1.
dropent
Positions the selected entity according to the entdrop variable.
trigger T N
Sets the state of all locked triggers with tag T to N.
entselect X
Takes a boolean expression as argument. Selects all entities that evaluate to true for the given expression. examples:
entloop X
Loops through and executes the given expression for all selected entities.
Note that most of the entity commands are already vector based and will
automatically do this. Therefore they don't need to be explicitly executed within an entloop.
Entloop is to be used when more
precise custom instructions need to be executed on a selection.
Another property of entloop is that entity commands within it, that are normally executed
on the entire selection, will only be done on the current entity iterator.
In other words, the two following examples are equivalent:
entcancel
deselect all entities
enthavesel
Returns the number of entities in the current selection.
entget
Returns a string in the form of "type value1 value2 value3 value4". This string is the definition of the current selected entity. For example, the following statement will display the values of all the entities within the current selection:
insel
Returns true if the selected entity is inside the cube selection
et
Cuts out the 'type' field from entget.
ea N
Cuts out the given 'value' field from entget. Attributes are numbered 0 to 3.
entset type value1 value2 value3 value4
Change the type and attributes of the selected entity. To quickly bring up the entset command in the console press '.' (default: period). It will come pre-filled with the values of the current entity selection (from entget).
entproperty P A
Changes property P (0..3) of the selected entities by amount A. For example "entproperty 0 2" when executed near a lightsource would increase its radius by 2.
entfind type type value1 value2 value3 value4
Select all entities matching given values. '*' and blanks are wildcard. All ents that match the pattern will be ADDED to the selection.
clearents type
Deletes all entities of said type.
replaceents type value1 value2 value3 value4
Replaces the given values for the selected entity and all entities that are equal to the selected entity. To quickly bring up the replaceents command in the console press ',' (default: comma). It will come pre-filled with the values of the current entity selection.
entautoview N
Centers view on selected entity. Increment through selection by N. ex: N = 1 => next, N = -1 => previous. entautoviewdist N, sets the distance from entity.
undomegs N
Sets the number of megabytes used for the undo buffer (default 5, max 100). Undo's work for any size areas, so the amount of undo steps per megabyte is more for small areas than for big ones.
showsky B
This variable controls whether explicit sky polygons are outlined (in purple) in edit mode. Default = 1.
outline B
This variable controls whether geometry boundaries (outlines) are shown. Default = 0.
wireframe 0/1
Turns on wireframe drawing of the map.
allfaces 0/1
when on, causes the texturing commands to apply the new texture to all sides of the selected cubes rather than just the selected face.
showmat B
This variables whether volumes are shown for invisible material surfaces in edit mode. Material volumes may also be selected while this is enabled. Default = 1.
optmats B
This variables controls whether material rendering should be optimized by grouping materials into the largest possible surfaces. This will always make rendering faster, so the only reason to disable it is for testing. Default = 1.
entselradius N
Sets the 'handle' size of entities when trying to select them. Larger sizes means it should be easier to select entities.
entselsnap 0/1
Turns on snap-to-grid while draggin entities. (default: 6)
entitysurf 0/1
When on, you will move with the entity as you push it with the scroll wheel. Of course, in order to push an entity, you must be holding it.
selectionsurf 0/1
When on, you will move with the selection box as you push it with the scroll wheel. Of course, in order to push a selection box, you must be holding it.
map name
Loads up map "name" in the gamemode set previously by "mode". A map given as "blah" refers to "packages/base/blah.cgz", "mypackage/blah" refers to "packages/mypackage/blah.cgz". The menu has a set of maps that can be loaded. See also map in the gameplay docs.
At every map load, "data/default_map_settings.cfg" is loaded which sets up all texture definitions etc. Everything defined in there can be overridden per package or per map by creating a "package.cfg" or "mapname.cfg" which contains whatever you want to do differently from the default. It can also set up triggers scripts per map etc.
When the map finishes it will load the next map when one is defined, otherwise
reloads the current map. You can define what map follows a particular map by
making an alias like (in the map script): alias nextmap_blah1 blah2
(loads "blah2" after "blah1").
sendmap
Saves the current map (without lightmaps) and sends it to the server so other clients may download it. Only works in coopedit game mode.
getmap
Gets a map from the server if one is available. Automatically loads the map when done. Only works in coopedit game mode.
savemap name
savecurrentmap
Saves the current map, using the same naming scheme as "map". Makes a versioned backup to "mapname_N.BAK" if a map by that name already exists, so you can never lose a map. With "savemap", if you leave out the "name" argument, it is saved under the current map name. With "savecurrentmap", the map is saved with the name determined by the current game. Where you store a map depends on the complexity of what you are creating: if its a single map (maybe with its own .cfg) then the "base" package is the best place. If its multiple maps or a map with new media (textures etc.) its better to store it in its own package (a directory under "packages"), which makes distributing it less messy.
newmap size
Creates a new map of size^2 cubes (on the smallest grid size). 10 is a small map, 15 is a large map but it goes up to 20.
mapenlarge
Doubles the dimensions of the current map.
mapmsg "Title by Author"
sets the map msg, which will be displayed when the map loads. Either use the above format, or simply "by Author" if the map has no particular title (always displayed after the map load msg).
texturereset
Sets the texture slot to 0 for the subsequent "texture" commands.
materialreset
Resets the material texture slots for subsequent "texture" commands.
texture TYPE FILENAME ROT X Y SCALE
Binds the texture indicated in FILENAME to the current texture slot, then increments the slot number depending on TYPE. This is for use in texture.cfg files only. TYPE allows secondary textures to be specified for a single texture slot, for use in shaders and other features: 0 or "c" for primary diffuse texture (RGB), 1 or "u" for generic secondary texture, "d" for decals (RGBA), "n" for normal maps (XYZ), "g" for glow maps (RGB), "s" for specularity maps (grey-scale), "z" for depth maps (Z). Specifying the primary diffuse texture advances to the next texture slot as above, while secondary types fill additional texture units in the order specified in the .cfg file. The following combinations of multiple textures into a single texture are performed automatically in the shader rendering path: specularity ("s") maps put in alpha channel of diffuse ("c") maps and depth ("z") maps put in alpha channel of normal ("n") maps. Decal ("d") and glow ("g") maps will be blended into the diffuse texture if running in fixed-function mode. To disable this combining, specify secondary textures as generic with 1 or "u". TYPE may also be a material name, in which case it behaves like 0, but instead associates the slot with a material. ROT specifies preprocessing on the image, currently only rotation and flipping (0 = none, 1 = 90 CW, 2 = 180, 3 = 270 CW, 4 = X flip, 5 = Y flip). X and Y are the X and Y offset in texels. SCALE will multiply the size of the texture as it appears on world geometry.
fog N
Sets fog distance to N (default: 160). You can do this for tweaking the visual effect of the fog, or if you are on a slow machine, setting the fog to a low value can also be a very effective way to increase fps (if you are geometry limited). Try out different values on big maps or maps which give you low fps.
fogcolour N
The colour of the fog, which may be represetned as a decimal integer from 0..16777215, or a hexidecimal value from 0x000000..0xFFFFFF (note the "0x") in "0xRRGGBB" format, where R is red, G is green, and B is blue values (default: 8427955 (0x8099B3)).
waterspec N
This sets the percentage of light water shows as specularity (default: 150).
waterfog N
Sets the distance beneath the surface of water at which it fogs, from 1..10000 (default: 150).
watercolour R G B
Sets the the colour of fog inside the water to the specified R G B value from 0..255 (default: 20 80 80). Used to give water some colour.
shader TYPE NAME VS PS
defines a shader NAME with vertex shader VS and pixel shader PS (both in ARB OpenGL 1.5 assembly format). See data/stdshader.cfg for examples. These definitions can be put in map cfg files or anywhere else, and will only be compiled once. TYPE indicates what resources the shader provides, or what backup method should be used if the graphics card does not support shaders. TYPE is either 0 for default shader, or 1 for normal-mapped world shaders. Requires DX9 / shader 2 class hardware (radeon 9500 or better, geforce 5200 or better) to run (older hardware will default to basic rendering).
fastshader NICE FAST N
Associates shader FAST so that it will run in place of shader NICE if shaderdetail is less than or equal to N.
setshader NAME
Sets a previously defined shader as the current shader. Any following texture slots (see "texture" command) will have this shader attached to them. Any pixel or vertex parameters are reset to the shader's defaults when this command is used.
setpixelparam INDEX X Y Z W
Overrides a pixel parameter for the current shader. Any following texture slots will use this pixel parameter until its value is set/reset by subsequent commands. INDEX is the index of a program environment parameter (program.env[10+INDEX]) to the pixel program of the current shader. It's value is set to the vector (X, Y, Z, W). Coordinates that are not specified default to 0.
setvertexparam INDEX X Y Z W
Overrides a vertex parameter for the current shader. Any following texture slots will use this vertex parameter until its value is set/reset by subsequent commands. INDEX is the index of a program environment parameter (program.env[10+INDEX]) to the vertex program of the current shader. It's value is set to the vector (X, Y, Z, W). Coordinates that are not specified default to 0.
Shader | Pixel params | Vertex params | Texture slots | |
stdworld | c | The default lightmapped world shader. | ||
decalworld | c, d | Like stdworld, except alpha blends decal texture on diffuse texture. | ||
glowworld |
|
c, g | Like stdworld, except adds light from glow map. | |
bumpworld | c, n | Normal-mapped shader without specularity (diffuse lighting only). | ||
bumpglowworld |
|
c, n, g | Normal-mapped shader with glow map and without specularity. | |
bumpspecworld |
|
c, n | Normal-mapped shader with constant specularity factor. | |
bumpspecmapworld | same as above | c, n, s | Normal-mapped shader with specularity map. | |
bumpspecglowworld |
|
c, n, g | Normal-mapped shader with constant specularity factor and glow map. | |
bumpspecmapglowworld | same as above | c, n, s, g | Normal-mapped shader with specularity map and glow map. | |
bumpparallaxworld |
|
c, n, z | Normal-mapped shader with height map and without specularity. | |
bumpspecparallaxworld |
|
c, n, z | Normal-mapped shader with constant specularity factor and height map. | |
bumpspecmapparallaxworld | same as above | c, n, s, z | Normal-mapped shader with specularity map and height map. | |
bumpparallaxglowworld |
|
c, n, z, g | Normal-mapped shader with height and glow maps, and without specularity. | |
bumpspecparallaxglowworld |
|
c, n, z, g | Normal-mapped shader with constant specularity factor, and height and glow maps. | |
bumpspecmapparallaxglowworld | same as above | c, n, s, z, g | Normal-mapped shader with specularity, height, and glow maps. | |
bumpenv* |
|
Any of the above bump* shader permutations may replace "bump" with "bumpenv" (i.e. bumpenvspecmapworld), and will then reflect the closest envmap entity (or the skybox if necessary). They support all their usual texture slots and pixel params, in addition to the envmap multiplier pixel param. If a specmap is present in the given shader, the raw specmap value will be scaled by the envmap multipliers (instead of the specmap ones), to determine how much of the envmap to reflect. A calclight (if it has not been done before) or recalc (thereafter) is also needed by this shader to properly setup its engine state. |
music name [ondone]
Plays song "name" (with "packages" as base dir). This command is best used from
map cfg files or triggers. Evaluates ondone when the song is finished, or just keeps
looping the song if ondone is missing. Example: music "songs/music.ogg" [ echo "Song done playing!" ]
N = registersound name V
Registers sound "name" (see for example data/sounds.cfg). This command returns the sound number N, which is assigned from 0 onwards, and which can be used with "sound" command below. if the sound was already registered, its existing index is returned. registersound does not actually load the sound, this is done on first play. V is volume adjustment; if not specified (0), it is the default 100, valid range is 1-255.
sound N
Plays sound N, see data/sounds.cfg for default sounds, and use registersound to
register your own. for example, sound 0
and sound (registersound
"aard/jump")
both play the standard jump sound.
mapsound name V N
Registers sound "name" as a map-specific sounds. These map-specific sounds may currently only be used with "sound" entities within a map. The first map sound registered in a map has index 0, and increases afterwards. V is volume adjustment; if not specified (0), it is the default 100, valid range is 1-255. N is the maximum number instances of this sound that are allowed to play simultaneously; the default (0) is unlimited.
mapmodel R H T N SH
mmodel N
NOTE: the mapmodel form is deprecated.. set additional properties of a mapmodel in its .cfg
Registers a mapmodel that can be placed in maps using newent
mapmodel
(see newent). N is the name, R is the square
radius, H the height, T the texture slot to skin the model with (0 for default skin), and SH toggles whether the it
will cast shadows (not given or 1 casts shadows, 0 has no shadows). The radius R and height
H define the collision bounding box of the model (if either is 0, players won't collide
with the mapmodel). Name N is the name of a folder inside packages/models folder, e.g.
"hudguns/rifle". Loaded from that folder are: tris.md2 and skin.jpg (and if not available,
skin.png, or the same from the parent folder to allow skin sharing).
Example: mapmodel 4 32 0 "tree1"
This map model is loaded from packages/models/tree1/. It has a collision box 8x8x32 in size (x=2*R, y=2*R, z=H). It uses the model's default skin (texture slot=0).
It casts shadows (default).
importcube N
Imports a cube map (.cgz) and converts it to sauerbraten's map format. N is the name of the map, without the .cgz. The map file must reside in packages/cube, which is because that folder has a package.cfg that sets the default cube textures. If the cube map in question has a custom texture list, it will have to be adapted manually. Currently converts everything relatively faithfully, except heighfields which are converted as best as possible but not always accurately. Slopes tend to work faultlessly, landscape style stuff is usuable, but curves/arches are problematic, and may have to be redone. All entities are converted though mapmodels may not be present, and light entities are useless because of their 2d nature, so probably the first thing to do after converting a map is /clearents light, and place some new lights. Pickups and other items may spawn inside the walls because they have no proper Z value, you may have to correct these manually. The importcube command does not automatically save the map, you still have to do a /savecurrentmap which will create packages/cube/N.ogz. Reload the map to be able to pick up stuff. Waterlevel is also not supported, you will have to add water using the new material system.
lodsize N
Turn on world LOD (level of detail) for this map if N=32 (default is N=0, off). The state of this command is saved with the map. N is the size of the blocks that will be used for LOD, in theory you can use 16 or 64 as well, but this usually just either just hurts performance, memory usage or visual quality. Use 32 unless you know exactly what you are doing. After setting this var, LOD will only become apparent after a "recalc" (and "calclight") command. Turning LOD on for a map is only useful on really large maps with lots of detail where you can see for half a mile, on smaller maps it will have no effect and only wastes memory / lightmap space. LOD works on entire vertex array blocks at a time, and is dependent on the "loddistance" variable which the player can set to trade off speed vs visual quality.
writeobj N
Writes out the current map as N.obj, so you could use sauerbraten as a generic modeller with any program/engine that uses meshes. The meshes aren't very optimal and don't have texture/lighting information.
calclight Q
This calculates all lightmaps. Usually takes only a few seconds, depending on map size and settings. If you "savemap", the lightmap will be stored along with it. Q is these predefined quality settings:
patchlight
This will calculate lightmaps for any newly created cubes. This will generally be much quicker than doing a "calclight", and so is very useful when editing. However, it will make very inefficient use of lightmap textures, and any new cubes will not properly cast shadows on surfaces that are already lit. It is recommended you do a "calclight" on your map before you publish it with "savemap".
fullbright B
This variable controls whether the map will be shown with lighting disabled. Fullbright 1 will disable lighting, whereas 0 will enable lighting. (Default = 0)
lerpangle A
Default = 44. This variable controls whether surface normals are interpolated for lighting. Normals are sampled at each vertex of the surface. If the angle between two surfaces' normals (which meet at a vertex) is less than A, then the resulting normal will be the average of the two. Normals are then later interpolated between the normals at the vertexes of a surface.
lerpsubdiv N
Default = 2. This allows more normals to be sampled at points along an edge between two vertexes of a surface. 2^N-1 extra normals will be sampled along the edge, i.e. the edge is split in half for every increment of N.
lerpsubdivsize N
Default = 4. This sets the minimum size to which an edge may be subdivided. Edges smaller than N or edge sections smaller than N will not be sampled.
lightprecision P
Default = 32. This is the most important variable for tweaking the lighting, it determines what the resolution of the lightmap is. As such has a BIG effect on calculation time, video memory usage, and map file size. The default is good for most maps, you may go as low as 16 if you are lighting a really small map and love hard shadows, and for bigger maps you may need to set it to 64 or so to get reasonable memory usage.
The number to watch out for is the number of lightmaps generated which are shown on the HUD (and also as output after a calclight). 1 or 2 lightmap textures is very good, over 10 lightmap textures is excessive.
The map file size is 90% determined by the lightmaps, so tweak this value to get an acceptable quality to size ratio. Look at the size of the map files, sometimes a slightly higher lightprecision can halve the size of your .ogz.
Every surface matters, even though sauerbraten attempts to compress surfaces with a uniform lightvalue, it is always a good ideas to delete parts of the world that are not part of your map. Lightprecision, lighterror, and lightlod are stored as part of map files.
lighterror E
There should be little reason to tweak this. If in your map you can see visible polygon boundaries caused by lighting, you can try stepping this down to 6 or 4 to improve quality at the expense of lightmap space. If you have an insanely large map and looking for ways to reduce file size, increasing error up to 16 may help. (Default = 8)
lightlod D
Default = 0. This will double the resolution of lightmaps (cut the lightprecision in half) if size of the surface being lit is smaller than 2^D units. This allows large maps to have pockets of detailed lighting without using a high resolution over everything. NOTE: if you feel like using this, test it thoroughly. On medium or small sized detailed maps, this command wastes space, use lightlod 0. Lightlod > 0 is only useful for huge maps
dumplms
Dumps all lightmaps to a set of .bmps. Mostly interesting for developers, but mappers may find it interesting too.
"light" radius r g b
If G and B are 0 the R value will be taken as brightness for a white light. A good radius for a small wall light is 64, for a middle sized room 128... for a sun probably more like 1000. Lights with a radius of 0 do not attenuate and may be more appropriate for simulating sunlight or ambient light; however, this comes at the cost of slightly greater map file sizes. See the lighting commands for an indepth list of all lighting related commands.
"envmap" [radius]
Creates an environment map reflecting the geometry around the entity. The optional radius overrides the maximum distance within which glass or geometry using the "bumpenv*" shaders will reflect from this environment map. If none is specified, the default is taken from the variable "envmapradius" (which defaults to 128 units), which may also be set in map cfgs. Environment maps are generated on a map load, or can be regenerated while editing using the "recalc" command. Please use the absolute minimum number of these possible. Each one uses up a decent amount of texture memory. For instance, rather than using two environment maps on each side of a window, use only one in the middle of the pane of glass. If you have a wall with many windows, place only one environment map in the middle of the wall geometry, and it should work just fine for all the windows.
"sound" N radius [size]
Will play map-specific sound N so long as the player is within the radius. However, only up to the max uses allowed for N (specified in the mapsound command) will play, even if the player is within the radius of more N sounds than the max. By default (size 0), the sound is a point source. Its volume is maximal at the entity's location, and tapers off to 0 at the radius. If size is specified, the volume is maximal within the specified size, and only starts tapering once outside this distance. Radius is always defined as distance from the entity's location, so a size greater than or equal to the radius will just make a sound that is always max volume within the radius, and off outside.
"playerstart"
Spawn spot, yaw is taken from the current camera yaw.
"base" [ammo]
A base for capture mode. If ammo is specified, the base will always produce that type of ammo. If ammo is unspecified or 0, the server will randomly choose a type of ammo to produce at the start of the match. Ammo types are:
"shells"
"bullets"
"rockets"
"riflerounds"
"grenades"
"cartridges"
"health"
"healthboost"
"greenarmour"
"yellowarmour"
"quaddamage"
A variety of pickup-able items, see here.
"teleport" N
"teledest" N
creates a teleport connection, teleports are linked to a teledest with the same N (of which there should be exactly one). N can be 0..255. The teledest uses the current camera yaw.
"mapmodel" N Type Trigger
A map model, i.e. an object rendered as md2/md3 which you collide against, cast shadows etc. N determines which mapmodel you want, this depends on "mapmodel" declarations in the maps cfg file. Yaw of the model is taken from the current camera yaw. Type specifies mapmodel behaviour such as triggers, see table below. Trigger is the trigger number, 0 means no trigger. This number specifies what trigger to activate, and in addition, the alias "level_trigger_Trigger" will be executed, where Trigger is substituted accordingly (this allows you to script additional actions upon a trigger, i.e. put this into your map cfg file to print a message: alias level_trigger_1 "echo A door opened nearby"). The alias "triggerstate" will hold a value of -1, 0, or 1 indicating how the trigger was activated.
Type | Trigger states | Trigger how often | Sound | |
0 | 0 | loops mapmodel animation | ||
1 | 1 | do trigger animation when touched for the first time only and return to starting position (best for switches, use switch/lever models) | ||
2 | 1 | rumble | same as above but with sound | |
3 | toggle (0/1) | 1 | do trigger animation when touched for the first time only and stay in toggled position (best for switches, use switch/lever models) | |
4 | toggle (0/1) | 1 | rumble | same as above but with sound |
5 | N | do trigger animation when touched every time and return to starting position (best for switches, use switch/lever models) | ||
6 | N | rumble | same as above but with sound | |
7 | toggle (0/1) | N | do trigger animation when touched every time and toggle positions (best for reversible switches, use switch/lever models) | |
8 | toggle (0/1) | N | rumble | same as above but with sound |
9 | closed/open (0/1) | 1 | door? | opened by approach first time only, stays open afterwards. Collides while closed. (use door specific models) |
10 | closed/open (0/1) | N | door? | opened by approach every time, closes after 5 seconds. Collides while closed. (use door specific models) |
11 | locked (-1) | 0/N | door? | opened/closed only by associated trigger. When approached while closed, collides and invokes level trigger with triggerstate -1. (use door specific models) |
12 | disappear (0) | 1 | do trigger animation once when touched, disappear after (good for triggers that look more like pickups, such as the carrot) | |
13 | disappear (0) | 1 | rumble | same as above but with sound |
29 | disappear (0) | 1 | end? | FPS specific. END LEVEL |
Be careful when using "switch many" for thing that affect gameplay, such as opening doors, as it can be confusing. Best is to reserve a particular model to mean "many" and others "once". All types >0 are snapped to 15 degree angles for orientation.
"monster" N
A monster, currently N = 0..4 (see gameplay docs). Monster entities will be spawned when in classic single player mode, and will attack you when you come into view. yaw is taken from the current camera yaw.
"respawnpoint"
A respawnpoint for classic SP mode (see "SP Respawning"). Place these spaced evenly in quieter areas between fights. Will actually work in any game mode, just probably isn't helpful in DM. Entities are shown in editmode by blue sparklies, and the closest one is indicated on the HUD.
On the bottom left of the screen are a bunch of stats. You'll find out what they mean below.
hidestats 0/1
Turn on to hide the above stats
hidehud 0/1
Turn on to hide all HUD elements