Difference between revisions of "RPG editing"
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<code> | <code> | ||
edittogglereset 0 // turns off the reset after exiting editmode | edittogglereset 0 // turns off the reset after exiting editmode | ||
− | editdrawgame 1 // draws entities | + | editdrawgame 1 // draws entities and particles in editmode |
</code> | </code> | ||
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As of 2.7.0, the RPG has gained a command which will reload all definitions. | As of 2.7.0, the RPG has gained a command which will reload all definitions. | ||
− | Before you execute it, you should take care to save your map and game in case there are any critical errors in the definitions. If there are the RPG will respond in much the same way as it would when you try to start or load such a game, it will abort and return to the main menu. | + | Before you execute it, you should take care to '''save your map and game''' in case there are any critical errors in the definitions. If there are the RPG will respond in much the same way as it would when you try to start or load such a game, '''it will abort and return to the main menu.''' |
Once you're prepared, the following command will reload the definitions. You may need to toggle editmode for some of them to take effect. | Once you're prepared, the following command will reload the definitions. You may need to toggle editmode for some of them to take effect. | ||
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r_rehash // reloads all game definitions | r_rehash // reloads all game definitions | ||
</code> | </code> | ||
+ | |||
+ | = Modifying definitions ingame = | ||
+ | |||
+ | For testing purposes, you can select "Browse Definitions" in the menu whilst inside editmode to alter most properties of existing definitions. '''None of these changes are permanent''' unless done outside of the game. |
Latest revision as of 03:53, 31 May 2012
Contents
Adding spawn points
There are two types of spawn points you can add to the world. The first is the generic kind any entity can spawn at when directed to do so through script. The second is the dedicated kind. Dedicated spawn points are named after the type of entity they will create and will display a preview of the entity in question. The entity is always spawned there when the map is initialised.
We strongly recommend that you save your game and map before you mess with any freshly spawned entities, ESPECIALLY if they're designed to transfer you to another map.
For example, if we wanted to spawn container #3, we might use the following
newent container 3
Game state
All simulation (apart from the player's movement) is paused during editmode and neither entities or particles are rendered by default. By default the map is also reset when you exit edit mode, sending the "load" signal to the map and respawning everything at the dedicated spawn points.
There are two variables that can be used to tweak this behaviour.
edittogglereset 0 // turns off the reset after exiting editmode editdrawgame 1 // draws entities and particles in editmode
Entity Previews
Dedicated spawn points will draw a transparent version of the entity's model by default. If you don't like this or are having graphical issues, you can tweak this through the provided variable.
entpreviewalpha .4 // 0 = off, 1 == no transparency
Reloading definitions
As of 2.7.0, the RPG has gained a command which will reload all definitions.
Before you execute it, you should take care to save your map and game in case there are any critical errors in the definitions. If there are the RPG will respond in much the same way as it would when you try to start or load such a game, it will abort and return to the main menu.
Once you're prepared, the following command will reload the definitions. You may need to toggle editmode for some of them to take effect.
r_rehash // reloads all game definitions
Modifying definitions ingame
For testing purposes, you can select "Browse Definitions" in the menu whilst inside editmode to alter most properties of existing definitions. None of these changes are permanent unless done outside of the game.