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PostWysłany: Nie 0:30, 18 Lut 2007    Temat postu: Start Budowania

Since a lot of people here have lots of different questions, I made a forum version of my .txt file, please sticky it if people find it useful.

Some pointers to start with:
- When adding a "Key", the format is always ,[KEY],[VALUE],[KEY2],[VALUE2] and so on.
- You can (almost) always add an ,angle,X, key, where X is a value from 0 to 360.
- Also, there is a key ,angles,X Y Z
Where the value X indicates rotation around the object's X axis
Where the value Y indicates rotation around the object's Y axis
Where the value Z indicates rotation around the object's Z axis
- You can (almost) always add a ,gravity,1, key to models, in order for them to be push/pull-able
- misc_model_breakable indicates a model. Use these for static, preferrably solid, objects.
Lugormod V1.1:
- Toying around with mins and maxs will ultimately give you the right value, if you know which is which. So:
Let's take for example, "/place misc_model_breakable 0 model,map_objects/nar_shaddar/reelosdesk,maxs,15 60 40,mins,-15 -60 0,"
The maxs here are 15 60 40, whereas the mins are -15 -60 0.
The first number, 15, indicates the X axis of the "bounding box" (area that is solid)
The second number, 60, indicates the Y axis of the "bounding box"
The last number, 40, indicates the height of the model.
- When toying with these numbers, keep this in mind:
If your numbers for maxs were to be X Y and Z, your numbers for mins would be -X -Y and 0 (Almost in every case, the last number is 0)
E.G. If the numbers for maxs were to be 15 60 40, the numbers for mins are -15 -60 0

Models:
Code:
/place misc_model_breakable 0 model,map_objects/mp/crystal_green.md3 (or red or blue)

(Crystal)
Code:
/place misc_model_breakable 0 model,map_objects/nar_shader/wine,maxs,3 3 17,mins,-3 -3 0

(Bottle of wine)
Code:
/place misc_model_breakable 0 model,map_objects/nar_shaddar/beerglass,maxs,3 3 4,mins,-3 -3 0

(Glass of beer)
Code:
/place misc_model_breakable 0 model,map_objects/roof_top/office_chair,maxs,15 60 20,mins,-15 -60 0

(Office Chair)
Code:
/place misc_model_breakable 0 model,map_objects/hoth/chair,maxs,15 15 28,mins,-15 -15 0

(Padded Chair)
Code:
/place misc_model_breakable 0 model,map_objects/cinematics/chair.md3,maxs,15 15 15,mins,-15 -15 0

(Red Chair)
Code:
/place misc_model_breakable 0 model,map_objects/imperial/chair,maxs,18 18 23,mins,-18 -18 0

(Imperial Chair)
Code:
/place misc_model_breakable 0 model,map_objects/cinematics/table,maxs,18 34 30,mins,-18 -34 0

(Table)
Code:
/place misc_model_breakable 0 model,map_objects/nar_shaddar/table01.md3,maxs,16 16 43,mins,-16 -16 0

(Round Table)
Code:
/place misc_model_breakable 0 model,map_objects/nar_shaddar/reelosdesk,maxs,22 47 40,mins,-22 -47 0

(Desk)
Code:
/place misc_model_breakable 0 model,map_objects/hoth/window,maxs,40 80 35,mins,-40 -80 0,angle,0

(Window)
Code:
/place misc_model_breakable 0 model,map_objects/korriban/torch_top,maxs,15 15 42,mins,-15 -15 0

(Torch (standing))
Code:
/place misc_model_breakable 0 model,map_objects/korriban/torch_hang,maxs,15 60 40,mins,-15 -60 0

(Torch (hanging))
Code:
/place misc_model_breakable 0 model,map_objects/korriban/statue_guard,maxs,15 40 200,mins,-15 -40 0

(Statue)
Code:
/place misc_model_breakable 0 model,map_objects/korriban/beam_statue,maxs,57 40 217,mins,-57 -40 0

(Statue)
Code:
/place misc_model_breakable 0 model,map_objects/roof_top/office_post,maxs,15 30 90,mins,-15 -30 0

(Statue)
Code:
/place misc_model_breakable 0 model,map_objects/nar_shaddar/plant,maxs,20 20 30,mins,-20 -20 0

(Plant)
Code:
/place misc_model_breakable 0 model,map_objects/factory/catw2_b,maxs,64 64 10,mins,-64 -64 0

(Catwalk)
Code:
/place misc_model_breakable 0 model,map_objects/factory/catw2_b,maxs,10 70 100,mins,-10 -70 -70,angles,90 0 0

(Catwalk (standing on side))
Code:
/place misc_model_breakable 0 model,map_objects/vjun/window,maxs,20 20 40,mins,-20 -20 0

(Window)
Code:
/place misc_model_breakable 0 model,map_objects/imperial/crate,maxs,20 30 55,mins,-20 -30 0

(Crate)
Code:
/place misc_model_breakable 0 model,map_objects/cairn/cargo_sm,maxs,20 20 40,mins,-20 -20 0

(Crate)
Code:
/place misc_model_breakable 0 model,map_objects/imperial/crate_xplode,maxs,24 24 67,mins,-24 -24 0

(Crate)
Code:
/place misc_model_breakable 0 model,map_objects/hoth/crate_stackable,maxs,149 126 130 begin_of_the_skype_highlighting              149 126 130      end_of_the_skype_highlighting,mins,-149 -126 0

(Big Crate)
Code:
/place misc_model_breakable 0 model,map_objects/bounty/pillar,maxs,45 45 275,mins,-45 -45 0

(Pillar)
Code:
/place misc_model_breakable 0 model,map_objects/vjun/door_frame,maxs,15 92 152,mins,-15 -92 0

(Door Arch)
Code:
/place misc_model_breakable 0 model,map_objects/desert/wall_tanks,maxs,15 23 52,mins,-15 -23 0

(Wall Tanks)
Code:
/place misc_model_breakable 0 model,map_objects/desert/wall_tanks02,maxs,24 45 92,mins,-24 -45 0

(Wall Tanks)
Code:
/place misc_model_breakable 0 model,map_objects/imperial/control_panel,maxs,20 20 51,mins,-20 -20 0

(Control Panel)
Code:
/place misc_model_breakable 0 model,map_objects/imperial/controlpanel,maxs,20 20 49,mins,-20 -20 0

(Control Panel)
Code:
/place misc_model_breakable 0 model,map_objects/wedge/control_panel,maxs,20 20 49,mins,-20 -20 0

(Control Panel)
Code:
/place misc_model_breakable 0 model,map_objects/byss/control_panel,maxs,7 20 68,mins,-7 -20 0

(Control Panel)
Code:
/place misc_model_breakable 0 model,map_objects/vjun/control_station,maxs,20 62 70,mins,-20 -62 0

(Control Station)
Code:
/place misc_model_breakable 0 model,map_objects/cinematics/dread,maxs,24 24 5,mins,-24 -24 0

(Miniature Dreadnaught)
Code:
/place misc_model_breakable 0 model,map_objects/imp_mine/tank,maxs,5 5 47,mins,-5 -5 0

(Gas Tank)


Lugormod V1.2: [link widoczny dla zalogowanych] (Thanks to numnut_99 for making the list so people can copy-paste them.)


Shield, Ammo, Health Converter:
Code:
/place misc_shield_floor_unit 0

(Aim at floor with this)

Shield Converter Keys:
count - Maximum capability of shield the converter carries (default 150).
chargerate - Duration (in ms) it takes to recharge 1 shield point in the converter (default 2000).
nodrain - If 1, station has unlimited shield points.

Code:
/place misc_ammo_floor_unit 0

(Aim at floor with this)

Ammo Converter Keys:
count - Maximum capability of ammo the converter carries (default 200).
chargerate - Duration (in ms) it takes to recharge 1 ammo unit in the converter (default 2000).
nodrain - If 1, station has unlimited ammo units.

Code:
/place misc_model_health_power_converter 3
(Aim at wall with this)

Health Converter Keys:
count - The amount of health given when used.

Switches For Doors:
Code:
/place misc_security_panel 0 target,[TARGETNAME],


Addable Keys:
adminlevel - Requires admin level [VALUE] (From 4 - 1, 4 = lowest, 1 = highest)
level - Requires merc/jedi/sith level [VALUE] (From 1 - 20, 1 = lowest, 20 = highest)
profession - Requires profession [VALUE] (0 = No profession, 1 = Jedi/Sith, 2 = Mercenary)

Gambling Machine:
Code:
/place misc_slotmachine 0 count,[3000 - 10000, suggest 6500]


Payment Machine:
Items/Weapons:
Code:
/place misc_model_breakable 0 model,models/map_objects/hoth/console_on,maxs,20 20 100,mins,-20 -20 0,spawnflags,8192,target,[NAME],count,[PRICE],message,[MESSAGE]

Code:
/place [ITEM/WEAPON] 0 wait,-1,targetname,[NAME]


Vehicles:
Code:
/place misc_model_breakable 0 target,[NAME],model,map_objects/factory/f_con1,maxs,8 8 40,mins,-8 -8 0,spawnflags,8193,count,[PRICE],message,[MESSAGE]

Code:
/place NPC_Vehicle 60 npc_type,[VEHICLE],showhealth,1,targetname,[NAME],count,-1,


Teleports:
When entering an area:
Code:
/place trigger_teleport 0 maxs,100 100 100,mins,-100 -100 0,target,[NAME]

(Area to enter to teleport you.)
Code:
/place misc_teleporter_dest 0 targetname,[NAME]

(Destination area.)

When pushing a switch/button:
Code:
/place misc_model_breakable 0 model,map_objects/desert/switch_locked,spawnflags,64,target,[NAME1]

(Button to use (you may use any other button or switch as well, as long as the spawnflags remains at 64).)
Code:
/place target_teleporter * target,[NAME1],targetname,[NAME2]

(* indicates a null destination, this has no need to be placed on a specific spot.)
Code:
/place target_location 0 targetname,[NAME2]

(Destination area.)

Messages:
Code:
/place target_print * wait,20,message,[MESSAGE],targetname,[NAME]

(The message, needs not be placed anywhere specific, hence the *.)
- Use ,spawnflags,4 to make it so only the person who triggered the message can see the message.)
Triggered when entering area:
Code:
/place trigger_multiple 0 maxs,100 100 100,mins,-100 -100 0,target,[NAME]

Triggered when using button/switch:
Code:
/place misc_model_breakable 0 model,models/map_objects/hoth/console_on,spawnflags,64,target,[NAME],mins,-20 –20 0,maxs,20 20 70,wait,30,


Jumppads:
Code:
/place info_notnull 0 targetname,[NAME]

(Jumppad will push you in this direction)
Code:
/place trigger_push 0 maxs,[MAXS],mins,[MINS],spawnflags,256,target,[NAME]

(Location of Jumppad, the maxs and mins are the width, length and height of the Jumppad trigger.)

Notes for Jumppads:
- Place the info_notnull first.
- You can place a model, place the info_notnull on that, then remove the model again to get an idea of how high and where you will go (I.E. If you use a catwalk model for the jumppad, create another one above it by changing the "misc_model_breakable 0" into "misc_model_breakable 70", for example)

Turrets:
Code:
/place misc_turretG2 0 spawnflags,[READ LIST]


List of spawnflag numbers (to combine multiple ones, add up the number and use the total.)

START_OFF 1 - Turret will use a button to be activated or deactivated.
UPSIDE_DOWN 2 - Turret will be upside-down (with foot part on floor).
TURRETG2_TURBO 4 - Turret will be a Turbo-Laser Turret (as seen on Death Star).
TURRETG2_CANRESPAWN 8 - Turret will respawn if killed.
TURRETG2_LEAD_ENEMY 16 - Turret will aim in front of the enemy, increases chance to hit.
SHOWONRADAR 32 - Turret will appear on radar.
TARGET_FIGHTERS 64 - Turret will target air vehicles.
TARGET_GROUND_VEHICLES 128 - Turret will target ground vehicles.
TARGET_ARMED 256 - Turret will target armed sentients.

Notes for Turrets' spawnflags:
- If you use START_OFF, add a targetname,[NAME], key to your command line.
- You can use TARGET_FIGHTERS, TARGET_GROUND_VEHICLES and TARGET_ARMED only to specify; E.G. : Using both TARGET_FIGHTERS and TARGET_GROUND_VEHICLES, your turret will not shoot sentients. If you leave these open, it will shoot anything it can.
- The TURRETG2_TURBO has a big splash damage, watch out for it.

Addable 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 (Only if TURRETG2_CANRESPAWN is 1 - in ms - defaults to 20000 (20 seconds)).
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.
icon - Which icon to use on the radar for the Turret.
teamowner - Crosshair will be Green for this team, and Red for the other teams.
0 - none
1 - red
2 - blue
alliedTeam - Team which will not be targeted by Turret.
0 - none
1 - red
2 - blue
teamnodmg - Team that cannot harm the Turret.
0 - none
1 - red
2 - blue

Placing Effects:
Code:
/place fx_runner 0 fxFile,[DESTINATION PATH OF EFFECT](,spawnflags,[READ LIST])


Note: After placing an effect, you get an "Entity Number" (consisting of 3 digits). To remove the effect, you will need Rcon access,
or someone who has Rcon access. The command is: /rcon entitylist remove [NUMBER].
List of spawnflag numbers (to combine multiple ones, add up the number and use the total)

START_OFF 1 - Effect uses switch to activate or deactivate it.
ONESHOT 2 - Effect is activated only when triggered.
DAMAGE 4 - Does [splashDamage] damage ever [delay] ms, within a radius of [splashRadius] units.

Addable Keys:
fxFile - Destination path of the Effect it should play.
target - Entity to direct effect to.
target2 - Target to trigger when the effect gets triggered.
delay - Amount (in ms) to wait between triggering the effect to play (default 200).
random - Random amount of time (in ms) to add to or subtract from the "delay" value.
splashRadius - Sets range of damaging targets (default 16).
splashDamage - Sets amount of damage done when damaging targets (default 5).
soundset - Sound(s) to use, activates when effect is activated, loops while effect is on, deactivates when effect is deactivated.


By MrJelle

Sorki że po angielsku ale jak jakiś problem to pytaj mnie Mruga.


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PostWysłany: Nie 12:46, 18 Lut 2007    Temat postu:

oj specu nieladnie kpiowac , fajnie przyjamniej bedzie i tutaj

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PostWysłany: Pon 15:12, 19 Lut 2007    Temat postu:

no właśnie jak już musiałeś zlamić to mogłes przynajmniej na english translator wrzucić ['] :S

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PostWysłany: Pon 22:52, 22 Gru 2008    Temat postu:

Cytat:
oj specu nieladnie kpiowac , fajnie przyjamniej bedzie i tutaj


napisal "by MrJelle"


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Ostatnio zmieniony przez JediMaster dnia Wto 13:06, 23 Gru 2008, w całości zmieniany 3 razy
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PostWysłany: Wto 11:29, 23 Gru 2008    Temat postu:

czekaj czekaj, zaraz ktoś przyjdzie i powie:
Co ty archeolog jestes?


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PostWysłany: Śro 13:36, 24 Gru 2008    Temat postu:

omg 10 miesięcy różnicy

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PostWysłany: Pią 22:58, 26 Gru 2008    Temat postu:

Eh... Trzeba sobie w końcu nabijać posty ; D

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PostWysłany: Sob 15:29, 27 Gru 2008    Temat postu:

czyms takim sie nabija posty >> spam spam spam spam spam Wesoly Wesoly

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PostWysłany: Śro 2:54, 31 Gru 2008    Temat postu:

czymś takim sie poprawia spam >> warn

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PostWysłany: Śro 12:35, 31 Gru 2008    Temat postu:

dlatego powinno być więcej moderatorów Wesoly do kontrolowania tego Wesoly

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