User:Datiswous: Difference between revisions

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<div class="mw-collapsible mw-collapsed" style="width: 30%">
This text is not collapsible; but the next is collapsible and hidden by default:


==== "Movers" subfolder ====
<div class="mw-collapsible-content">bla bla bla</div>
</div>


{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-


|-
"Talk" links next to "Datiswous" appear {{red|red}}.
|''None''
|<gallery>File:Combination lock.png</gallery>
|atdm:combination_lock
|''A combination lock entity that the player can manipulate with the mousewheel. Target it at the entity (generally a door) that you want it to unlock. Set the combination with the 'combination' spawnarg.''
|
|-
|-
|
|<gallery>File:Combination lock small.png</gallery>
|atdm:combination_lock_small
|''A combination lock entity that the player can manipulate with the mousewheel. Target it at the entity (generally a door) that you want it to unlock. Set the combination with the 'combination' spawnarg.''
|
|-
|-
|
|N/A
|atdm:door_handling_position
|''Used for custom AI door handling. Place where you want the AI to stand while operating the door. You can also set whether the door should be opened/closed/unlocked/locked from this side of the door.''
|
|-
|-
|
|<gallery>File:Handle curved rotate double right.png</gallery>
|atdm:handle_curved_rotate_double_right
|N/A
|
|-
|-
|
|<gallery>File:Handle curved rotate left.png</gallery>
|atdm:handle_curved_rotate_left
|N/A
|
|-
|-
|
|<gallery>File:Handle curved rotate right.png</gallery>
|atdm:handle_curved_rotate_right
|N/A
|
|-
|-
|
|<gallery>File:Handle ornate01 double.png</gallery>
|atdm:handle_ornate01_double
|''Attach to a door by binding it or via the door_handle property on the door.''
|
|-
|-
|
|<gallery>File:Handle ornate01 double brass.png</gallery>
|atdm:handle_ornate01_double_brass
|''Attach to a door by binding it or via the door_handle property on the door.''
|
|-
|-
|
|<gallery>File:Handle ornate02 double.png</gallery>
|atdm:handle_ornate02_double
|''Attach to a door by binding it or via the door_handle property on the door.''
|
|-
|-
|
|<gallery>File:Handle short01 double.png</gallery>
|atdm:handle_short01_double
|''Attach to a door by binding it or via the door_handle property on the door.''
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|-
|-
|
|<gallery>File:Handle simple01 double.png</gallery>
|atdm:handle_simple01_double
|''Attach to a door by binding it or via the door_handle property on the door.''
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|-
|-
|
|<gallery>File:Handle simple01 double brass.png</gallery>
|atdm:handle_simple01_double_brass
|''Attach to a door by binding it or via the door_handle property on the door.''
|
|-
|-
|
|<gallery>File:Lamp desk switch.png</gallery>
|atdm:lamp_desk_switch
|''A switch that can be attached to lamps.''
|
|-
|-
|
|<gallery>File:Lockbox lever 01.png</gallery>
|atdm:lockbox_lever_01
|N/A
|
|-
|-
|
|<gallery>File:Lockbox lever 02.png</gallery>
|atdm:lockbox_lever_02
|N/A
|
|-
|-
|
|N/A
|atdm:mover_base
|''Default mover.''
|
|-
|-
|
|N/A
|atdm:mover_binarymover_base
|''Don't use. Base class for all binary (two-state) movers like buttons, doors, levers, etc.''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|atdm:mover_button
|''Default button.''
|
|-
|-
|
|N/A
|atdm:mover_door_elevator
|''Attach to a door by binding it or via the door_handle property on the door.''
|
|-
|-
|
|N/A
|atdm:mover_elevator
|''An elevator. Can target two or more atdm:multistate_mover_position entities. Must be activated by an entity which carries a 'position' spawnarg which specifies the location the multistate mover should move to.''
|
|-
|-
|
|N/A
|atdm:mover_elevator_button
|''Specialised button used to control elevators. Note: Needs to have either 'ride' or 'fetch' spawnarg set to 1 (or both).''
|
|-
|-
|
|N/A
|atdm:mover_lever
|''Default lever.''
|
|-
|-
|
|N/A
|atdm:mover_lever_brass_copper
|N/A
|
|-
|-
|
|N/A
|atdm:mover_lock_handle
|''Attach to a lock by binding it.''
|
|-
|-
|
|N/A
|atdm:mover_multistate
|''A multi-state mover. Can target two or more atdm:multistate_mover_position entities. Must be activated by an entity which carries a 'position' spawnarg which specifies the location the multistate mover should move to.''
|
|-
|-
|
|N/A
|atdm:mover_multistate_position
|''Defines a position for a multistate mover entity. Must be targetted by the multistate mover.''
|
|-
|-
|
|<gallery>File:Mover print press arm.png</gallery>
|atdm:mover_print_press_arm
|N/A
|
|-
|-
|
|<gallery>File:Numberwheel lever.png</gallery>
|atdm:numberwheel_lever
|N/A
|
|-
|-
|
|<gallery>File:Stove small square handle.png</gallery>
|atdm:stove_small_square_handle
|''Used for small_square_stove entity, is attached at spawn.''
|
|-
|-
|
|<gallery>File:Switch flip.png</gallery>
|atdm:switch_flip
|N/A
|
|-
|-
|
|<gallery>File:Switch rotate lever.png</gallery>
|atdm:switch_rotate_lever
|N/A
|
|-
|-
|
|<gallery>File:Switch translate lever.png</gallery>
|atdm:switch_translate_lever
|N/A
|
|-
|-
|
|<gallery>File:Valve1 large.png</gallery>
|atdm:valve1_large
|N/A
|
|-
|-
|
|<gallery>File:Valve1 small.png</gallery>
|atdm:valve1_small
|N/A
|
|-
|-
|
|<gallery>File:Valve1 xl.png</gallery>
|atdm:valve1_xl
|N/A
|
|-
|-
|
|<gallery>File:Valve2 large.png</gallery>
|atdm:valve2_large
|N/A
|
|-
|-
|
|<gallery>File:Valve2 small.png</gallery>
|atdm:valve2_small
|N/A
|
|-
|-
|
|<gallery>File:Valve2 xl.png</gallery>
|atdm:valve2_xl
|N/A
|
|-
|-
|'''Doors'''
|<gallery>File:3panel 104x56.png</gallery>
|atdm:3panel_104x56
|''Swinging left-hand door with hinges. Built to go with mansion01 module set. ''
|
|-
|-
|
|<gallery>File:6panel 104x56.png</gallery>
|atdm:6panel_104x56
|''Swinging left-hand door with hinges. Built to go with mansion01 module set. Can change wood with skins''
|
|-
|-
|
|<gallery>File:arched01 111x40 left.png</gallery>
|atdm:arched01_111x40_left
|''Swinging left-hand door with hinges. Built to go with doorframe_arched01. Includes LOD stages.''
|
|-
|-
|
|<gallery>File:arched01 111x40 right.png</gallery>
|atdm:arched01_111x40_right
|''Swinging right-hand door with hinges. Built to go with doorframe_arched01. Includes LOD stages''
|
|-
|-
|
|<gallery>File:Door 104x56 2hinge.png</gallery>
|atdm:door_104x56_2hinge
|N/A
|
|-
|-
|
|<gallery>File:Door 104x56 3hinge.png</gallery>
|atdm:door_104x56_3hinge
|N/A
|
|-
|-
|
|<gallery>File:Door 128x56 2hinge.png</gallery>
|atdm:door_128x56_2hinge
|N/A
|
|-
|-
|
|<gallery>File:Door 128x56 3hinge.png</gallery>
|atdm:door_128x56_3hinge
|N/A
|
|-
|-
|
|<gallery>File:Door 96x48 2hinge.png</gallery>
|atdm:door_96x48_2hinge
|N/A
|
|-
|-
|
|<gallery>File:Door 96x48 2hinge02.png</gallery>
|atdm:door_96x48_2hinge02
|N/A
|
|-
|-
|
|<gallery>File:Door 96x48 3hinge.png</gallery>
|atdm:door_96x48_3hinge
|N/A
|
|-
|-
|
|<gallery>File:Dresser 04 drawer.png</gallery>
|atdm:dresser_04_drawer
|N/A
|
|-
|-
|
|N/A
|atdm:mover_door
|''Default swinging door. You must specify the rotation.''
|
|-
|-
|
|<gallery>File:Mover door industrial01 grate.png</gallery>
|atdm:mover_door_industrial01_grate
|''Designed to go with the stone_industrial01 module set.''
|
|-
|-
|
|N/A
|atdm:mover_door_sliding
|''Default sliding door. You must specify the translation.''
|
|-
|-
|
|<gallery>File:Mover metal cabinetdoor l.png</gallery>
|atdm:mover_metal_cabinetdoor_l
|''Designed to go with the metal_wall_cabinet.''
|
|-
|-
|
|<gallery>File:Mover metal cabinetdoor r.png</gallery>
|atdm:mover_metal_cabinetdoor_r
|''Designed to go with the metal_wall_cabinet.''
|
|-
|-
|
|<gallery>File:Small stove square door.png</gallery>
|atdm:small_stove_square_door
|''Used for small_square_stove entity, is attached at spawn.''
|
|-
|-
|
|<gallery>File:Stained glass01 104x56.png</gallery>
|atdm:stained_glass01_104x56
|''Swinging left-hand door with hinges. Built to go with mansion01 module set. Can change wood with skins.''
|
|-
|-
|
|<gallery>File:Stained glass01 118x52.png</gallery>
|atdm:stained_glass01_118x52
|''Swinging left-hand door with hinges. Built to go with mansion01 module set. Can change wood with skins.''
|
|-
|-
|
|<gallery>File:Window wood 40x36.png</gallery>
|atdm:window_wood_40x36
|N/A
|
|-
|-
|
|<gallery>File:Window wood 80x36.png</gallery>
|atdm:window_wood_80x36
|N/A
|
|-
|-
|'''Mechanical'''
|<gallery>File:Mover gear 16t.png</gallery>
|atdm:mover_gear_16t
|''Gear metal 16 tooth.''
|
|-
|-
|
|<gallery>File:Mover gear 32tooth.png</gallery>
|atdm:mover_gear_32tooth
|''Gear metal 32 tooth - moves half speed of 16 tooth.''
|
|-
|-
|
|N/A
|atdm:mover_gear_base
|''Don't use - base class for moveable gears - large gears should rotate 1/2 speed of smaller gear (ie: 32 t x 16 t) or rotate  1/2 as far.''
|
|-
|-
|
|<gallery>File:Mover gear large 10t.png</gallery>
|atdm:mover_gear_large_10t
|''Gear large_10 tooth.''
|
|-
|-
|
|<gallery>File:Mover gear large hollow 2 spoke 10t.png</gallery>
|atdm:mover_gear_large_hollow_2_spoke_10t
|''Gear large_10 tooth.''
|
|-
|-
|
|<gallery>File:Mover gear large hollow 3 spoke 10t.png</gallery>
|atdm:mover_gear_large_hollow_3_spoke_10t
|''Gear large_10 tooth.''
|
|-
|-
|
|<gallery>File:Mover gear large hollow 4 spoke 10t.png</gallery>
|atdm:mover_gear_large_hollow_4_spoke_10t
|''Gear large_10 tooth.''
|
|-
|-
|
|<gallery>File:Mover gear large hollow 5 spoke 10t.png</gallery>
|atdm:mover_gear_large_hollow_5_spoke_10t
|''Gear large_10 tooth.''
|
|-
|-
|
|<gallery>File:Mover gear x large hollow 5 spoke 10t.png</gallery>
|atdm:mover_gear_x_large_hollow_5_spoke_10t
|''Gear large_10 tooth.''
|
|-
|-
|
|<gallery>File:Mover gear small 10t.png</gallery>
|atdm:mover_gear_small_10t
|''Gear large_10 tooth.''
|
|-
|-
|
|<gallery>File:Mover gear small hollow 2 spoke 10t.png</gallery>
|atdm:mover_gear_small_hollow_2_spoke_10t
|''Gear large_10 tooth.''
|
|-
|-
|
|<gallery>File:Mover gear small hollow 3 spoke 10t.png</gallery>
|atdm:mover_gear_small_hollow_3_spoke_10t
|''Gear large_10 tooth.''
|
|-
|-
|
|<gallery>File:Mover gear small hollow 4 spoke 10t.png</gallery>
|atdm:mover_gear_small_hollow_4_spoke_10t
|''Gear large_10 tooth.''
|
|-
|-
|
|<gallery>File:Mover gear small hollow 5 spoke 10t.png</gallery>
|atdm:mover_gear_small_hollow_5_spoke_10t
|''Gear large_10 tooth.''
|
|-
|-
|
|<gallery>File:Mover watermill cogwheel small.png</gallery>
|atdm:mover_watermill_cogwheel_big
|''Gear large_10 tooth.''
|
|-
|-
|
|<gallery>File:Mover watermill cogwheel small.png</gallery>
|atdm:mover_watermill_cogwheel_small
|''Gear small_10 tooth.''
|
|-
|}


==== "Nature" subfolder ====


{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
https://www.mediawiki.org/wiki/Help:Templates
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-


|-
= Secrets of Waterdeep =
|''None''
{{Abandoned-works|aut=Paul, Bert|none|{{green|Free for adaption}}|-|-|-|-|-}}
|<gallery>File:Hedge01_arch.png</gallery>
|atdm:hedge01_arch
|''A hedge that switches to lower poly models based on distance, but never vanishes.''
|
|-
|-
|
|<gallery>File:Hedge01_round.png</gallery>
|atdm:hedge01_round
|''A hedge that switches to lower poly models based on distance, but never vanishes.''
|
|-
|-
|
|<gallery>File:Hedge01_round_large.png</gallery>
|atdm:hedge01_round_large
|''A hedge that switches to lower poly models based on distance, but never vanishes.''
|
|-
|-
|
|<gallery>File:Hedge01_round_small.png</gallery>
|atdm:hedge01_round_small
|''A hedge that switches to lower poly models based on distance, but never vanishes.''
|
|-
|-
|
|<gallery>File:Hedge01_square.png</gallery>
|atdm:hedge01_square
|''A hedge that switches to lower poly models based on distance, but never vanishes.''
|
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|-
|
|<gallery>File:Hedge01_square_long.png</gallery>
|atdm:hedge01_square_long
|''A hedge that switches to lower poly models based on distance, but never vanishes.''
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|-
|-
|
|<gallery>File:Hedge01_square_small.png</gallery>
|atdm:hedge01_square_small
|''A hedge that switches to lower poly models based on distance, but never vanishes.''
|
|-
|-
|
|N/A
|atdm:lod_base
|''Don't use. The base class for TDM nature items, that vanish a certain distance from the player. Good for huge forests.''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|atdm:nature_base
|N/A
|
|-
|-
|
|<gallery>File:Nature plant large bigleaf 01.png</gallery>
|atdm:nature_plant_large_bigleaf_01
|''A large leafy plant lower poly models based on distance, and vanishes if too far away.''
|
|-
|-
|
|<gallery>File:Nature plant large bigleaf 01 nohide.png</gallery>
|atdm:nature_plant_large_bigleaf_01_nohide
|''A Big leafy Plant that switches to lower poly models based on distance, but never vanishes. Also turns off its shadows when far away.''
|
|-
|-
|'''Bushes'''
|N/A
|atdm:nature_bush_base
|''Don't use, base class for all TDM LOD bushes.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Nature bush double.png</gallery>
|atdm:nature_bush_double
|''A medium and a small bush.''
|
|-
|-
|
|<gallery>File:Nature bush large.png</gallery>
|atdm:nature_bush_large
|''Large bush.''
|
|-
|-
|
|<gallery>File:Nature bush large2.png</gallery>
|atdm:nature_bush_large_2
|''Another large bush.''
|
|-
|-
|
|N/A
|atdm:nature_bush_large_3
|''Another large bush.''
|
|-
|-
|
|<gallery>File:Nature bush medium.png</gallery>
|atdm:nature_bush_medium
|''A medium bush.''
|
|-
|-
|
|<gallery>File:Nature bush tiny.png</gallery>
|atdm:nature_bush_tiny
|''A tiny bush.''
|
|-
|-
|
|<gallery>File:Nature bush wide.png</gallery>
|atdm:nature_bush_wide
|''A medium, but wider bush.''
|
|-
|-
|'''Flowers'''
|N/A
|atdm:nature_flower_base
|''Do not use, base for all LOD flowers.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Nature_flower_lily_small.png</gallery>
|atdm:nature_flower_lily_small
|''A small lily plant.''
|
|-
|-
|
|<gallery>File:Nature_flower_lily_tall.png</gallery>
|atdm:nature_flower_lily_tall
|''A tall lily plant.''
|
|-
|-
|
|<gallery>File:Nature_flower_patch.png</gallery>
|atdm:nature_flower_patch
|''A patch of flowers.''
|
|-
|-
|'''Grass'''
|N/A
|atdm:nature_grass_base
|''Don't use, base for all TDM LOD grass patches.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Nature grass double.png</gallery>
|atdm:nature_grass_double
|''A medium and a small patch of grass.''
|
|-
|-
|
|<gallery>File:Nature grass fuzz.png</gallery>
|atdm:nature_grass_fuzz
|''A small patch of grass fuzz.''
|
|-
|-
|
|<gallery>File:Nature grass large.png</gallery>
|atdm:nature_grass_large
|''Larger bunch of grass with long blades.''
|
|-
|-
|
|<gallery>File:Nature grass large2.png</gallery>
|atdm:nature_grass_large_2
|''Another large long-bladed bunch of grass.''
|
|-
|-
|
|<gallery>File:Nature grass large3.png</gallery>
|atdm:nature_grass_large_3
|''Another large long-bladed bunch of grass.''
|
|-
|-
|
|<gallery>File:Nature grass medium.png</gallery>
|atdm:nature_grass_medium
|''A medium bunch of grass.''
|
|-
|-
|
|<gallery>File:Nature grass panicle.png</gallery>
|atdm:nature_grass_panicle
|''A single panicle of grass.''
|
|-
|-
|
|<gallery>File:Nature grass panicle small.png</gallery>
|atdm:nature_grass_panicle_small
|''A single, smaller panicle of grass.''
|
|-
|-
|
|<gallery>File:Nature grass tiny.png</gallery>
|atdm:nature_grass_tiny
|''A tiny bunch of grass.''
|
|-
|-
|
|<gallery>File:Nature grass wide.png</gallery>
|atdm:nature_grass_wide
|''A medium, but wider grass patch.''
|
|-
|-
|'''Mushrooms'''
|N/A
|atdm:nature_mushroom_base
|N/A
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Nature mushroom boletus big.png</gallery>
|atdm:nature_mushroom_boletus_big
|''A big brown boletus mushroom that hides when far away.''
|
|-
|-
|
|<gallery>File:Nature mushroom boletus small.png</gallery>
|atdm:nature_mushroom_boletus_small
|''A small brown boletus mushroom that hides when far away.''
|
|-
|-
|
|<gallery>File:Nature mushroom boletus tall.png</gallery>
|atdm:nature_mushroom_boletus_tall
|''A tall brown boletus mushroom that hides when far away.''
|
|-


|-
{{infobox|text= Bla Bla Bla}}
|'''Plants/Cattails'''
|<gallery>File:Nature cattails 1.png</gallery>
|atdm:nature_cattails_1
|''A single cattail plant. Found in very wet areas, like swamps or in the water near shorelines.''
|
|-
|-
|
|<gallery>File:Nature cattails 2.png</gallery>
|atdm:nature_cattails_2
|''A cattail plant with 2 cattails. Found in very wet areas, like swamps or in the water near shorelines.''
|
|-
|-
|
|<gallery>File:Nature cattails 4.png</gallery>
|atdm:nature_cattails_4
|''A cattail plant with 4 cattails. Found in very wet areas, like swamps or in the water near shorelines.''
|
|-
|-
|'''Plants/Heath'''
|<gallery>File:Nature_heath_calluna.png</gallery>
|atdm:nature_heath_calluna
|''A small calluna plant, found primarily in heaths and other dry areas.''
|
|-
|-
|'''Rocks'''
|<gallery>File:Nature rock medium 1.png</gallery>
|atdm:nature_rock_medium_1
|''A medium rock. Turns off its shadows when far away and hides itself when even further out.''
|
|-
|-
|
|<gallery>File:Nature rock medium 2.png</gallery>
|atdm:nature_rock_medium_2
|''A medium rock. Turns off its shadows when far away and hides itself when even further out.''
|
|-
|-
|'''Rocks/Rocktops'''
|<gallery>File:Rock_top_12x6.png</gallery>
|atdm:rock_top_12x6
|''A medium 12x6 units rock.''
|
|-
|-
|
|<gallery>File:Rock_top_20x12.png</gallery>
|atdm:rock_top_20x12
|''A big 20x12 units rock.''
|
|-
|-
|
|<gallery>File:Rock_top_30x25.png</gallery>
|atdm:rock_top_30x25
|''A big 30x25 units rock.''
|
|-
|-
|
|<gallery>File:Rock_top_3x3.png</gallery>
|atdm:rock_top_3x3
|''A very small 3x3 units rock.''
|
|-
|-
|
|<gallery>File:Rock_top_6x5.png</gallery>
|atdm:rock_top_6x5
|''A very small 6x5 units rock.''
|
|-
|-
|
|<gallery>File:Rock_top_9x9.png</gallery>
|atdm:rock_top_9x9
|''A small 9x9 units rock.''
|
|-
|-
|
|<gallery>File:Rock_top_base.png</gallery>
|atdm:rock_top_base
|''Don't use. The base class for TDM rocks (that consist only of the top part).''
|'''Not''' for mapper use.
|-
|-
|'''Trees'''
|<gallery>File:Nature tree 01.png</gallery>
|atdm:animated_tree_01
|N/A
|
|-
|-
|
|<gallery>File:Nature pine.png</gallery>
|atdm:nature_pine
|''A pine tree with particle leaves. Switches to lower poly models based on distance, and vanishes if too far away. Also turns off its shadows when far away.''
|
|-
 
|-
|
|<gallery>File:Nature pine 12.png</gallery>
|atdm:nature_pine_12
|N/A
|
|-
|-
|
|<gallery>File:Nature pine 20.png</gallery>
|atdm:nature_pine_20
|N/A
|
|-
|-
|
|<gallery>File:Nature pine 30.png</gallery>
|atdm:nature_pine_30
|N/A
|
|-
|-
|
|<gallery>File:Nature pine leaves.png</gallery>
|atdm:nature_pine_leaves
|''A pine tree leaves particle that can be attached to a pine skeleton tree trunk.''
|
|-
|-
|
|<gallery>File:Nature pine leaves nohide.png</gallery>
|atdm:nature_pine_leaves_nohide
|''A pine tree leaves particle that can be attached to a pine skeleton tree trunk. This version never hides itself even when far away.''
|
|-
|-
|
|<gallery>File:Nature pine nohide.png</gallery>
|atdm:nature_pine_nohide
|''A pine tree with particle leaves. Switches to lower poly models based on distance, but never vanishes. Also turns off its shadows when far away.''
|
|-
|-
|
|<gallery>File:Nature pine skeleton.png</gallery>
|atdm:nature_pine_skeleton
|''A pine tree skeleton that switches to lower poly models based on distance, and vanishes if too far away. Also turns off its shadows in LOD 2.''
|
|-
|-
|
|<gallery>File:Nature pine skeleton nohide.png</gallery>
|atdm:nature_pine_skeleton_nohide
|''A pine tree skeleton that switches to lower poly models based on distance, but never vanishes. Also turns off its shadows when far away.''
|
|-
|-
|
|<gallery>File:Nature tree 01.png</gallery>
|atdm:nature_tree_01
|N/A
|
|-
|-
|
|<gallery>File:Nature tree 01 smaller.png</gallery>
|atdm:nature_tree_01_smaller
|N/A
|
|-
|-
|
|<gallery>File:Nature tree 01 smallest.png</gallery>
|atdm:nature_tree_01_smallest
|N/A
|
|-
|-
|
|<gallery>File:Nature tree dm01.png</gallery>
|atdm:nature_tree_dm01
|N/A
|
|-
|-
|
|<gallery>File:Nature tree dm02.png</gallery>
|atdm:nature_tree_dm02
|N/A
|
|-
|-
|
|<gallery>File:Nature tree dm small01.png</gallery>
|atdm:nature_tree_dm_small01
|N/A
|
|-
|-
|
|<gallery>File:Nature tree dm small02.png</gallery>
|atdm:nature_tree_dm_small02
|N/A
|
|-
|-
|
|<gallery>File:Nature tree stump.png</gallery>
|atdm:nature_tree_stump
|N/A
|
|-
|}


==== "Paths" subfolder ====


{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
== Table test ==
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-


|-
An alternative way to create and edit tables via use of a template.
|''None''
|N/A
|path_anim
|''Character will play the specified animation. Set angles to direction to face.''
|
|-
|-
|
|N/A
|path_attack
|''Character will attack the character specified by 'enemy' key.  Character will go to next path when enemy dies or when activated.''
|
|-
|-
|
|N/A
|path_corner
|''Character will walk to this entity.''
|
|-
|-
|
|N/A
|path_cycleanim
|''Character will loop the specified animation and wait until triggered, or until time specified by 'wait' / 'wait_max' has elapsed. Set angles to direction to face.''
|
|-
|-
|
|N/A
|path_default
|''Default path entry.''
|
|-
|-
|
|N/A
|path_flee_point
|''A point the characters are running to when fleeing.''
|
|-
|-
|
|N/A
|path_flee_point_rats
|''A point the rats can run to when fleeing.''
|
|-
|-
|
|N/A
|path_follow_actor
|''A path entity instructing the AI targetting this path to follow the actor (=player or other AI) targetted by this path.''
|
|-
|-
|
|N/A
|path_guard_point
|''A point the characters go to when guarding a search area.  Place it where you want an AI to stand (i.e. in front of a treasure item or vault) and set the 'angle' spawnarg to the direction you want the AI to face when he's standing there.''
|
|-
|-
|
|N/A
|path_headanim
|''Starts playing an animation on the head, but immediately goes on to next path. Used for playing talk anims while walking.''
|
|-
|-
|
|N/A
|path_hide
|''Makes the character invisible and non-solid.''
|
|-
|-
|
|N/A
|path_interact
|''Character interacts with the target entity (this is similar to frobbing).''
|
|-
|-
|
|N/A
|path_jump
|''Character will jump to the next path entity (regardless of type). Will cause error if character doesn't have jumping ability. If jump is failing, you can manually specify velocity of the jump using 'up' and 'forward'.''
|
|-
|-
|
|N/A
|path_lookat
|''Causes character to look at an entity for a certain length of time (but in the mean time continue with patrolling) or until triggered.''
|
|-
|-
|
|N/A
|path_set_movetype
|''Change the character's movetype (e.g. ANIM for normal walking AI, and FLY to let the AI fly.)''
|
|-
|-
|
|N/A
|path_show
|''Makes the character visible and solid.''
|
|-
|-
|
|N/A
|path_sit
|''Character will sit down. Set angles to direction to face. Set wait / wait_max to make the AI get up after a specified amount of time.''
|
|-
|-
|
|N/A
|path_sleep
|''Character will go to sleep.''
|
|-
|-
|
|N/A
|path_talk
|''Forces character to talk to the player.''
|
|-
|-
|
|N/A
|path_talk_primary
|''Forces character to say his primary talk anim to the player.''
|
|-
|-
|
|N/A
|path_talk_secondary
|''Forces character to say his secondary talk anim to the player.''
|
|-
|-
|
|N/A
|path_talk_triggered
|''Forces character to say his triggered talk anim to the player.''
|
|-
|-
|
|N/A
|path_turn
|''Character will turn to the direction specified in entity.''
|
|-
|-
|
|N/A
|path_wait
|''Character will wait specified amount of time before continuing on path. Set angles to direction to face.''
|
|-
|-
|
|N/A
|path_waitfortheanim
|''Waits for animation on the head from path_headanim to finish.''
|
|-
|-
|
|N/A
|path_waitfortrigger
|''Character will wait until they're triggered again before continuing on path.''
|
|-
|}


==== "Playertools" subfolder ====
<nowiki>
{|class="wikitable sortable" border=1 style="" cellspacing=0 cellpadding=2 width=100%
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-
{{TableRow|'''kitchen'''|<gallery>File:Jug01.png</gallery>|atdm:jug01|N/A|}}
{{TableRow||<gallery>File:Wine bottle02 standing01.png</gallery>|atdm:wine_bottle02_standing01|N/A|}}
{{TableRow||<gallery>File:Wine bottle02 standing02.png</gallery>|atdm:wine_bottle02_standing02|N/A|}}
|}
</nowiki>


''Some images of the playertools entities are depicted covered to a large extent with a green collision mesh. This is typical while viewing them in DarkRadiant. Due to this, some of the entity images also show their wireframes, for easier identification.''


{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
{|class="wikitable sortable" border=1 style="" cellspacing=0 cellpadding=2 width=100%
|-
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
Line 1,251: Line 45:
!bgcolor=#d0d0e0 width="11%"|Notes
!bgcolor=#d0d0e0 width="11%"|Notes
|-
|-
 
{{TableRow|'''kitchen'''|<gallery>File:Jug01.png</gallery>|atdm:jug01|N/A|}}
|-
{{TableRow||<gallery>File:Wine bottle02 standing01.png</gallery>|atdm:wine_bottle02_standing01|N/A|}}
|''None''
{{TableRow||<gallery>File:Wine bottle02 standing02.png</gallery>|atdm:wine_bottle02_standing02|N/A|}}
|N/A
|atdm:playertool
|''Don't use. This is the common base class for all playertools where all the default values are set. This defines a non-stackable playertool like lockpicks and the compass, that can't be dropped.''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|atdm:playertool_lockpick_base
|''Base Lockpick (do not use)''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|atdm:playertool_stackable
|''Don't use. This extends the baseclass 'playertool' by defining it to be stackable (player can have multiple objects of this type) and droppable.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Playertools breath potion.png</gallery>
|atdm:playertools_breath_potion
|''Breath Potion''
|
|-
|-
|
|<gallery>File:Playertools compass.png</gallery>
|atdm:playertools_compass
|''Compass.''
|
|-
|-
|
|<gallery>File:Playertools flashbomb.png</gallery>
|atdm:playertools_flashbomb
|''Flashbomb.''
|
|-
|-
|
|<gallery>File:Playertools flashmine.png</gallery>
|atdm:playertools_flashmine
|''Flashmine.''
|
|-
|-
|
|N/A
|atdm:playertools_heal_item
|''Don't use. This is the base class for inventory items that have the 'heal' ability. All other inventory items that can heal as well will derive from this.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Playertools health potion.png</gallery>
|atdm:playertools_health_potion
|''Health Potion''
|
|-
|-
|
|<gallery>File:Playertools holywater.png</gallery>
|atdm:playertools_holywater
|''Holy Water''
|
|-
|-
|
|<gallery>File:Playertools lantern.png</gallery>
|atdm:playertools_lantern
|''Lantern''
|
|-
|-
|
|<gallery>File:Playertools snake lockpick.png</gallery>
|atdm:playertools_lockpick_snake
|''Snake Lockpick''
|
|-
|-
|
|<gallery>File:Playertools triangle lockpick.png</gallery>
|atdm:playertools_lockpick_triangle
|''Triangle Lockpick''
|
|-
|-
|
|<gallery>File:Playertools mine.png</gallery>
|atdm:playertools_mine
|''An explosive mine.''
|
|-
|-
|
|N/A
|atdm:playertools_savegame
|''Prototype class for an inventory object that saves the game when used. Set additional keys (model, inventory icon etc..) on it to get it to work.''
|
|-
|-
|
|<gallery>File:Playertools slow fall potion.png</gallery>
|atdm:playertools_slow_fall_potion
|''Slow-fall potion. Reduces falling damage but slows movement.''
|
|-
|-
|
|<gallery>File:Playertools slow match.png</gallery>
|atdm:playertools_slow_match
|''A slow match for lighting all ignitables such as torches and candles.''
|
|-
|-
|
|<gallery>File:Playertools speed potion.png</gallery>
|atdm:playertools_speed_potion
|''Speed potion: temporarily boosts walking/running speed and jump distance.''
|
|-
|-
|
|<gallery>File:Playertools spyglass.png</gallery>
|atdm:playertools_spyglass
|''Spyglass''
|
|-
|}
|}


==== "Props" subfolder ====
==== "Items" subfolder ====
<div class="mw-collapsible mw-collapsed" data-expandtext="{{int:show}}" data-collapsetext="{{int:hide}}">


{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
{|class="wikitable" border=1 style="" cellspacing=0 cellpadding=2 width=100%
|-
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
Line 1,401: Line 65:
|''None''
|''None''
|N/A
|N/A
|atdm:animation_replace_lean
|atdm:item_base
|''Used to make AI lean back against a surface while idle.  Put AI 25 units away from wall/surface.  AI will stop leaning if alerted.''
|''Don't use. The base class for items the player can pick up.''
|
|-
|-
|
|N/A
|atdm:prop_base
|''Don't use. Base class for all TDM prop items (aka items that can be carried by AI).''
|'''Not''' for mapper use.
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|<gallery>File:Prop belt pouch.png</gallery>
|TBA
|atdm:prop_belt_pouch
|atdm:item_book_red1
|''A decorative belt pouch. Use prop_lootbag for loot.''
|''A red Book''
|
|-
|-
|
|<gallery>File:Prop bullseye lantern.png</gallery>
|atdm:prop_bullseye_lantern
|N/A
|
|-
|-
|
|N/A
|atdm:prop_candleflame_moving
|''A moving candle flame''
|
|-
|-
|
|<gallery>File:Prop cards.png</gallery>
|atdm:prop_cards
|N/A
|
|-
|-
|
|N/A
|atdm:prop_empty
|''Don't use. An empty prop base class for attaching flames and lights.''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|atdm:prop_hack
|N/A
|
|-
|-
|
|<gallery>File:Prop lantern02 on.png</gallery>
|atdm:prop_lantern02_on
|N/A
|
|-
|-
|
|<gallery>File:Prop lantern on.png</gallery>
|atdm:prop_lantern_on
|''A lit lantern to be carried in the left hand.''
|
|-
|-
|
|<gallery>File:Prop lootbag.png</gallery>
|atdm:prop_lootbag
|N/A
|
|-
|-
|
|<gallery>File:Prop playable lute.png</gallery>
|atdm:prop_playable_lute
|''Attaching this lute will activate playing behaviour.''
|
|-
|-
|
|<gallery>File:Prop potion healing.png</gallery>
|atdm:prop_potion_healing
|''A healing potion.''
|
|-
|-
|
|<gallery>File:Prop quiver arrow.png</gallery>
|atdm:prop_quiver_arrow
|''A frobbable arrow for a quiver.''
|
|-
|-
|
|<gallery>File:Prop quiver empty.png</gallery>
|atdm:prop_quiver_empty
|N/A
|
|-
|-
|
|<gallery>File:Prop quiver full.png</gallery>
|atdm:prop_quiver_full
|N/A
|
|-
|-
|
|<gallery>File:Prop quiver full withbow.png</gallery>
|atdm:prop_quiver_full_withbow
|N/A
|
|-
|-
|
|<gallery>File:Prop quiver waterarrow.png</gallery>
|atdm:prop_quiver_waterarrow
|''A frobbable waterarrow for a quiver.''
|
|-
|-
|
|<gallery>File:Prop single card.png</gallery>
|atdm:prop_single_card
|N/A
|
|-
|-
|
|<gallery>File:Prop smithyhammer.png</gallery>
|atdm:prop_smithyhammer
|N/A
|
|-
|-
|
|N/A
|atdm:prop_spider_ceiling
|''Don't use. attachment for activating ceiling behaviour.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Prop steel.png</gallery>
|atdm:prop_steel
|N/A
|
|-
|-
|
|<gallery>File:Prop torch gothic on.png</gallery>
|atdm:prop_cards_gothic_on
|''A lit gothic torch to be carried in the left hand.''
|
|-
|-
|
|<gallery>File:Prop torch on.png</gallery>
|atdm:prop_cards_on
|''A lit torch to be carried in the left hand.''
|
|-
|-
|
|N/A
|atdm:prop_torchflame_moving
|''A moving torch flame.''
|
|-
|-
|
|<gallery>File:Prop winebottle.png</gallery>
|atdm:prop_winebottle
|''Attaching this bottle to an AI will activate drinking behaviour.''
|
|-
|-
|
|<gallery>File:Prop winebottle sit and drink.png</gallery>
|atdm:prop_winebottle_sit_and_drink
|''Placing this bottle before a sitting AI will make the AI pick the bottle up, that will activate drinking behaviour plus a random put-down of the bottle. The cycle repeats then.''
|
|-
 
|-
|
|<gallery>File:Prop wooden spoon.png</gallery>
|atdm:prop_wooden_spoon
|N/A
|
|-
|-
|
|N/A
|atdm:sit_talk
|''An empty prop base class to switch to sitting talk animations.''
|
|-
|-
|
|N/A
|prop_attachment_point
|''Don't use. Used to help set attachment points.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Prop broadbrim hat 01.png</gallery>
|prop_broadbrim_hat_01
|N/A
|
|-
|-
|
|<gallery>File:Prop broadbrim hat nofeather 01.png</gallery>
|prop_broadbrim_hat_nofeather_01
|N/A
|
|-
|-
|
|<gallery>File:Prop hood01.png</gallery>
|prop_hood01
|N/A
|
|-
|-
|
|<gallery>File:Prop woolen cap01 nofeather.png</gallery>
|prop_woolen_cap01_nofeather
|N/A
|
|-
|-
|'''Droppable'''
|<gallery>File:Drop apple core.png</gallery>
|atdm:prop_apple_core
|''An apple core that can be spawned and dropped by the AI, will be removed after 'remove_delay' seconds from the game.''
|
|-
|-
|
|<gallery>File:Drop dice01.png</gallery>
|atdm:drop_dice01
|''A dice that vanishes 12 seconds after spawning (during an animation) from the game, can be dropped by AI.''
|
|-
|-
|
|N/A
|atdm:droppable_base
|''Don't use, base class for all droppable items.''
|'''Not''' for mapper use.
|-
|-
|'''Keys'''
|<gallery>File:Prop goldkey.png</gallery>
|atdm:prop_goldkey
|''A gold key.''
|
|-
|-
|
|N/A
|atdm:prop_key_base
|N/A
|
|-
|-
|
|<gallery>File:Prop key fancy01.png</gallery>
|atdm:prop_key_fancy01
|''A fancy key.''
|
|-
|-
|
|<gallery>File:Prop key fancy02.png</gallery>
|atdm:prop_key_fancy02
|N/A
|
|-
|-
|
|<gallery>File:Prop key mysterious.png</gallery>
|atdm:prop_key_mysterious
|''A mysterious key.''
|
|-
|-
|
|<gallery>File:Prop key mysterious 2.png</gallery>
|atdm:prop_key_mysterious_2
|''A mysterious key.''
|
|-
|-
|
|<gallery>File:Prop key padlock.png</gallery>
|atdm:prop_key_padlock
|''A simple padlock key.''
|
|-
 
|-
|
|<gallery>File:Prop key simple.png</gallery>
|atdm:prop_key_simple
|''A simple iron key.''
|
|-
|-
|
|N/A
|atdm:prop_key_simple_base
|''Base class for attaching simple keys, do not use.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Prop key simple brass.png</gallery>
|atdm:prop_key_simple_brass
|''A simple brass key.''
|
|-
|-
|
|<gallery>File:Prop key simple copper.png</gallery>
|atdm:prop_key_simple_copper
|''A simple copper key.''
|
|-
|-
|
|<gallery>File:Prop key simple greenish.png</gallery>
|atdm:prop_key_simple_greenish
|''A greenish simple key.''
|
|-
|-
|
|<gallery>File:Prop key simple old.png</gallery>
|atdm:prop_key_simple_old
|''An old simple key.''
|
|-
|-
|
|<gallery>File:Prop key simple rusty.png</gallery>
|atdm:prop_key_simple_rusty
|''A rusty simple key.''
|
|-
|-
|
|<gallery>File:Prop key simple steel.png</gallery>
|atdm:prop_key_simple_steel
|''A simple steel key.''
|
|-
|-
|
|<gallery>File:Prop key simple tarnished.png</gallery>
|atdm:prop_key_simple_tarnished
|''A tarnished simple key.''
|
|-
|-
|
|<gallery>File:Prop silverkey.png</gallery>
|atdm:prop_silverkey
|''A silver key.''
|
|-
|-
|'''Weapons'''
|<gallery>File:Prop halberd.png</gallery>
|atdm:prop_halberd
|''Decorative only; not for fighting.''
|
|-
|-
|'''Wearables'''
|<gallery>File:Prop pauldron01 left.png</gallery>
|atdm:prop_pauldron01_left
|''A pauldron.''
|
|-
 
|-
|
|<gallery>File:Prop pauldron01 right.png</gallery>
|atdm:prop_pauldron01_right
|''A pauldron.''
|
|-
|-
|
|<gallery>File:Pauldron builder left.png</gallery>
|pauldron_builder_left
|''A Builder pauldron.''
|
|-
|-
|
|<gallery>File:Pauldron builder right.png</gallery>
|pauldron_builder_right
|''A Builder pauldron.''
|
|-
 
 
|-
|
|<gallery>File:Prop broadbrim hat straw.png</gallery>
|prop_broadbrim_hat straw
|N/A
|
|-
|-
|
|<gallery>File:Prop citywatch helmet.png</gallery>
|prop_citywatch_helmet
|N/A
|
|-
|-
|
|<gallery>File:Prop hat bishop.png</gallery>
|prop_hat_bishop
|N/A
|
|-
|-
|
|<gallery>File:Prop hat priest.png</gallery>
|prop_hat_priest
|N/A
|
|-
 
|-
|
|<gallery>File:Prop inventor goggles.png</gallery>
|prop_inventor_goggles
|N/A
|
|-
|-
|
|<gallery>File:Prop inventor goggles up.png</gallery>
|prop_inventor_goggles_up
|N/A
|
|-
|-
|
|N/A
|prop_moor_helmet01
|N/A
|
|
|-
|-
|-
|-
|
|
|<gallery>File:Prop nobleman cap l.png</gallery>
|prop_nobleman_cap_l
|''A nobleman's cap.''
|
|-
|-
|
|<gallery>File:Prop nobleman cap r.png</gallery>
|prop_nobleman_cap_r
|''A nobleman's cap.''
|
|-
|-
|
|<gallery>File:Prop proguard helmet.png</gallery>
|prop_proguard_helmet
|N/A
|
|-
|-
|
|<gallery>File:Prop proguard helmet nonsolid.png</gallery>
|prop_proguard_helmet_nonsolid
|N/A
|N/A
|atdm:item_book_t1
|''Book''
|
|
|-
|-
|
|<gallery>File:Prop round helmet.png</gallery>
|prop_round_helmet
|N/A
|
|-
|-
|
|<gallery>File:Prop saxon helmet.png</gallery>
|prop_saxon_helmet
|N/A
|
|-
|-
|
|<gallery>File:Prop woolen cap01.png</gallery>
|prop_woolen_cap01
|N/A
|
|-
|}
==== "Ragdolls" subfolder ====
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-
|-
|''None''
|N/A
|atdm:af_entity_base
|''Do not use, base class for all TDM animated entities, mainly there to set common spawnargs and document them.''
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|N/A
|N/A
|atdm:env_hanging_sign_shield01
|atdm:item_paper1
|''Ragdoll for signs.''
|''Paper''
|
|
|-
|-
Line 1,946: Line 93:
|
|
|N/A
|N/A
|atdm:env_ragdoll_base
|atdm:item_scroll1
|''Don't use. Base corpse class (dummy entity to store inherited information).''
|''Scroll''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Env ragdoll builder acolyte.png</gallery>
|atdm:env_ragdoll_builder_acolyte
|''Ragdoll for builder_acolyte.''
|
|
|-
|-
Line 1,960: Line 100:
|
|
|N/A
|N/A
|atdm:env_ragdoll_humanoid_base
|atdm:map_base
|''Don't use, base class for all TDM humanoid ragdolls.''
|''Don't use - base class for all map items.''
|'''Not''' for mapper use.
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|'''Custom'''
|<gallery>File:Env saddle.png</gallery>
|atdm:env_saddle
|''Ragdoll for saddle.''
|
|-
|-
|
|<gallery>File:Env rope.png</gallery>
|env_rope
|''A basic animated rope.''
|
|-
|-
|
|N/A
|N/A
|env_swinglight_round
|atdm:grabable_custom_item
|''A swinging round light.''
|''A customisable, grabable and/or pushable object. Almost any model can be selected and other displayed properties easily modified. The model must have a collision model or the map will not run. If you want it to go in the inventory use atdm:moveable_custom_item.''
|
|-
|-
|'''Bodies'''
|<gallery>File:Ai mage01 ragdoll.png</gallery>
|atdm:ai_mage01_ragdoll
|''Ragdoll for mage.''
|
|-
|-
|
|<gallery>File:Env ragdoll beggar.png</gallery>
|atdm:env_ragdoll_beggar
|''Ragdoll for beggar.''
|
|-
|-
|
|<gallery>File:Env ragdoll builder forger.png</gallery>
|atdm:env_ragdoll_builder_forger
|''Ragdoll for builder_forger.''
|
|-
|-
|
|<gallery>File:Env ragdoll builder guard.png</gallery>
|atdm:env_ragdoll_builder_guard
|''Ragdoll for builder_guard.''
|
|-
|-
|
|<gallery>File:Env ragdoll builder priest.png</gallery>
|atdm:env_ragdoll_builder_priest
|''Ragdoll for builder_priest.''
|
|-
|-
|
|<gallery>File:Env ragdoll citywatch elite.png</gallery>
|atdm:env_ragdoll_citywatch_elite
|''Ragdoll for citywatch_elite.''
|
|-
|-
|
|<gallery>File:Env ragdoll citywatch new.png</gallery>
|atdm:env_ragdoll_citywatch_new
|''Ragdoll for City Watch.''
|
|-
|-
|
|<gallery>File:Env ragdoll commoner.png</gallery>
|atdm:env_ragdoll_commoner
|''Ragdoll for commoner.''
|
|-
|-
|
|<gallery>File:Env ragdoll commoner female.png</gallery>
|atdm:env_ragdoll_commoner_female
|''Ragdoll for female commoner.''
|
|-
|-
|
|<gallery>File:Env ragdoll guard thug.png</gallery>
|atdm:env_ragdoll_guard_thug
|''Ragdoll for thug.''
|
|
|-
|-
Line 2,058: Line 114:
|
|
|N/A
|N/A
|atdm:env_ragdoll_humanoid_base_newskel
|atdm:moveable_custom_item
|N/A
|''A customisable, moveable object that can go in the inventory and optionally dropped. It can also optionally trigger a target from the inventory. Almost any model can be selected and other displayed properties easily modified. The model must have a collision model or the map will not run. Alternatively, use the 'atdm:static_custom_item' which can still be picked up but is non-droppable and does not need a collision model. For a non-inventory grabable use 'atdm:grabable_custom_item'.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Env ragdoll merc elite.png</gallery>
|atdm:env_ragdoll_merc_elite
|''Ragdoll for elite guard.''
|
|
|-
|-
Line 2,072: Line 121:
|
|
|N/A
|N/A
|atdm:env_ragdoll_moor
|atdm:static_custom_item
|''Ragdoll for Moor.''
|''A customisable, static object that can be picked up but not dropped. Almost any model can be selected and other displayed properties easily modified. It can optionally trigger a target from the inventory. Alternatively, use the 'atdm:moveable_custom_item', which can optionally be dropped but the model must have a collision model or the map won't run.''
|
|-
|-
|
|<gallery>File:Env ragdoll noble man.png</gallery>
|atdm:env_ragdoll_noble_man
|''Ragdoll for nobleman.''
|
|-
|-
|
|<gallery>File:Env ragdoll noblewoman.png</gallery>
|atdm:env_ragdoll_noblewoman
|''Ragdoll for noble_woman.''
|
|-
|-
|
|<gallery>File:Env ragdoll pagan common.png</gallery>
|atdm:env_ragdoll_pagan_common
|''Ragdoll for humble pagan.''
|
|-
|-
|
|<gallery>File:Env ragdoll proguard.png</gallery>
|atdm:env_ragdoll_proguard
|''Ragdoll for professional guard.''
|
|-
|-
|
|<gallery>File:Env ragdoll rat.png</gallery>
|atdm:env_ragdoll_rat
|''Ragdoll for rat.''
|
|-
|-
|
|<gallery>File:Env ragdoll rogue.png</gallery>
|atdm:env_ragdoll_rogue
|''Ragdoll for rogue.''
|
|-
|-
|
|<gallery>File:Env ragdoll rusted builder.png</gallery>
|atdm:env_ragdoll_rusted_builder
|''Ragdoll for rusted builder_guard.''
|
|-
|-
|
|<gallery>File:Env ragdoll skeleton.png</gallery>
|atdm:env_ragdoll_skeleton
|''Old, rotten skeleton.''
|
|-
|-
|
|<gallery>File:Env ragdoll skeleton bloody.png</gallery>
|atdm:env_ragdoll_skeleton_bloody
|''Fresh, bloody bones.''
|
|-
|-
|
|<gallery>File:Env ragdoll skeleton white.png</gallery>
|atdm:env_ragdoll_skeleton_white
|''Old, skeleton with white, bleached bones.''
|
|-
 
|-
|
|<gallery>File:Env ragdoll tdm spider.png</gallery>
|atdm:env_ragdoll_tdm_spider
|''Ragdoll for spider.''
|
|-
|-
|
|<gallery>File:Env ragdoll thief.png</gallery>
|atdm:env_ragdoll_thief
|''Forces character to say his triggered talk anim to the player.''
|
|-
|-
|
|<gallery>File:Env ragdoll townsfolk engineer.png</gallery>
|atdm:env_ragdoll_townsfolk_engineer
|''Ragdoll for townsfolk_engineer.''
|
|-
|-
|
|<gallery>File:Env ragdoll wench.png</gallery>
|atdm:env_ragdoll_wench
|''Ragdoll for wench.''
|
|
|-
|-
|}
|}
</div>


==== "Randoms" subfolder ====


{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-


|-
==Controlling Where the Player Starts==
|'''Food'''
|N/A
|atdm:seed_random_base
|''A SEED entity that spawns random food items inside its area. Set 'max_entities' to the wanted amount.''
|
|-
|-
|
|N/A
|atdm:seed_random_fruit
|''A SEED entity that spawns random fruits inside its area. Set 'max_entities' to the wanted amount.''
|
|-
|-
|'''Pub'''
|N/A
|atdm:seed_random_bottles
|''A SEED entity that spawns random bottles inside its area. Set 'max_entities' to the wanted amount.''
|
|-
|-
|
|N/A
|atdm:seed_random_game_cards
|''A SEED entity that spawns random cards and card stacks inside its area. Set 'max_entities' to the wanted amount.''
|
|-
|-
|
|N/A
|atdm:seed_random_game_pieces
|''A SEED entity that spawns random game pieces, dice or cards inside its area. Set 'max_entities' to the wanted amount.''
|
|-
|-
|'''Vegetation'''
|N/A
|atdm:seed_random_grass
|''A SEED entity that spawns a random patch of grass in its area. Drag to desired size, and adjust density. This requires a grass texture on the brushes/patches beneath it to work.''
|
|-
|-
|
|N/A
|atdm:seed_random_grass_dense
|''A SEED entity that spawns a random, dense patch of grass in its area. Drag to desired size, and adjust density. This requires a grass texture on the brushes/patches beneath it to work.''
|
|-
|-
|
|N/A
|atdm:seed_random_grass_sparse
|''A SEED entity that spawns a random sparse patch of grass in its area. Drag to desired size, and adjust density. This requires a grass texture on the brushes/patches beneath it to work.''
|
|-
|}


==== "Readables" subfolder ====
{{infobox|text= The "Controlling Where the Player Starts" functionality is broken in TDM 2.10 and 2.11 and got working again since 2.12 dev. The example gui file is also missing, but a new version is being worked on. }}


{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-


|-
Beginning with TDM 1.08, map authors can offer more than one start point to players. This could increase re-playability of a map, allowing the player to replay the map with a different starting point.
|''None''
|N/A
|atdm:readable_base
|''Don't use. The base class for all readables.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:readable_immobile
|''Behaves like a func static which can be read upon being frobbed.''
|
|-
|-
|
|<gallery>File:Readable immobile book01.png</gallery>
|atdm:readable_immobile_book01
|N/A
|
|-
|-
|
|<gallery>File:Readable immobile book open01.png</gallery>
|atdm:readable_immobile_book_open01
|N/A
|
|-
|-
|
|<gallery>File:Readable immobile paper01.png</gallery>
|atdm:readable_immobile_paper01
|N/A
|
|-
|-
|
|<gallery>File:Readable immobile scroll01.png</gallery>
|atdm:readable_immobile_scroll01
|N/A
|
|-
|-
|
|<gallery>File:Readable immobile sign small01.png</gallery>
|atdm:readable_immobile_sign_small01
|''A small sign that cannot be frobbed; player reads sign in world.''
|
|-
|-
|
|N/A
|atdm:readable_mobile
|''Don't use. The base class for all readables.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Readable mobile book01.png</gallery>
|atdm:readable_mobile_book01
|N/A
|
|-
|-
|
|<gallery>File:Readable mobile book open01.png</gallery>
|atdm:readable_mobile_book_open01
|N/A
|
|-
|-
|
|<gallery>File:Readable mobile paper01.png</gallery>
|atdm:readable_mobile_paper01
|N/A
|
|-
|-
|
|<gallery>File:Readable mobile scroll01.png</gallery>
|atdm:readable_mobile_scroll01
|N/A
|
|-
|-
|
|<gallery>File:Readable mobile scroll01_rolledup.png</gallery>
|atdm:readable_mobile_scroll01_rolledup
|N/A
|
|-
|}


==== "Ropes" subfolder ====


{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
<div class="mw-collapsible mw-collapsed" style="width: 40%;">
|-
The following text is originally written in 2011 by Grayman and is now outdated:
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-


|-
|''None''
|<gallery>File:Env chain01.png</gallery>
|atdm:env_chain01
|''A large chain, approx 150 units, that swings and can be climbed.''
|
|-
|-
|
|<gallery>File:Env rope 150.png</gallery>
|atdm:env_rope_150
|''A 150 unit long rope, automatically deployed by the rope arrow.''
|
|-
|-
|
|<gallery>File:Env rope 200.png</gallery>
|atdm:env_rope_200
|''A 200 unit long rope, automatically deployed by the rope arrow.''
|
|-
|-
|
|<gallery>File:Env rope 250.png</gallery>
|atdm:env_rope_250
|''A 250 unit long rope, automatically deployed by the rope arrow.''
|
|-
|-
|
|<gallery>File:Env rope 300.png</gallery>
|atdm:env_rope_300
|''A 300 unit long rope, automatically deployed by the rope arrow.''
|
|-
|-
|
|<gallery>File:Env rope 350.png</gallery>
|atdm:env_rope_350
|''A 350 unit long rope, automatically deployed by the rope arrow.''
|
|-
|-
|
|<gallery>File:Env rope 400.png</gallery>
|atdm:env_rope_400
|''A 400 unit long rope, automatically deployed by the rope arrow.''
|
|-
|-
|
|<gallery>File:Env rope tdm.png</gallery>
|atdm:env_rope_tdm
|N/A
|
|-
|}


==== "Shop" subfolder ====
<div class="mw-collapsible-content">This is an extension to the Button-Controlled Menu Briefing, so you should first obtain and install that package (see above) and become familiar with how it works.


{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
===mainmenu_briefing.gui===
|-
Obtain a new version of mainmenu_briefing.gui from this location:
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
*[http://www.mediafire.com/?8ygkkhzip5ef3mk Mediafire] (broken link)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-


|-
This version of mainmenu_briefing.gui adds new definitions to the final briefing screen (screen 6), two for each optional start point.
|''None''
|N/A
|atdm:shop
|''Use this entity to define the shop items available in the purchase menu.''
|
|-
|}


==== "Static" subfolder ====
In the sample gui, you'll see these new definitions:


{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
*windowDef StartPointBox1
|-
*windowDef StartPointBox2
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
*windowDef StartPointBox3
!bgcolor=#d0d0e0 width="11%"|Entity image
*windowDef StartPointText1
!bgcolor=#d0d0e0 width="8%"|Entity file name
*windowDef StartPointText2
!bgcolor=#d0d0e0 width="11%"|Entity description
*windowDef StartPointText3
!bgcolor=#d0d0e0 width="11%"|Notes
|-


|-
StartPointTextN defines the starting point text for point N and handles highlighting and mouse events.
|'''Decorative'''
|<gallery>File:Door arched01 arch.png</gallery>
|atdm:door_arched01_arch
|N/A
|
|-
|-
|
|<gallery>File:Statue aphrodite.png</gallery>
|atdm:statue_aphrodite
|''A statue of Aphrodite, that drops detail the further away you get, and vanishes a certain distance from the player. Good for huge maps.''
|
|-
|-
|'''Decorative/Paintings'''
|<gallery>File:Empty painting.png</gallery>
|atdm:empty_painting
|''Empty painting frame, useful in 'replace' spawnarg for loot paintings.''
|
|-
|-
|
|<gallery>File:Empty painting_large.png</gallery>
|atdm:empty_painting_large
|''Empty painting frame, useful in 'replace' spawnarg for loot paintings.''
|
|-
|-
|
|<gallery>File:Empty painting_medium.png</gallery>
|atdm:empty_painting_medium
|''Empty painting frame, useful in 'replace' spawnarg for loot paintings.''
|
|-
|-
|
|<gallery>File:Empty painting_round.png</gallery>
|atdm:empty_painting_round
|''Empty painting frame, useful in 'replace' spawnarg for loot paintings.''
|
|-


|-
StartPointBoxN defines a checkbox to the left of the text describing starting point N.
|
|<gallery>File:Empty painting_round_s.png</gallery>
|atdm:empty_painting_round_s
|''Empty painting frame, useful in 'replace' spawnarg for loot paintings.''
|
|-
|-
|
|<gallery>File:Empty painting_small.png</gallery>
|atdm:empty_painting_small
|''Empty painting frame, useful in 'replace' spawnarg for loot paintings.''
|
|-
|-
|
|<gallery>File:Removed painting.png</gallery>
|atdm:removed_painting
|''Empty painting framew ith see-through inner part, useful in 'replace' spawnarg for loot paintings.''
|
|-
|-
|
|<gallery>File:Removed painting_large.png</gallery>
|atdm:removed_painting_large
|''Empty painting framew ith see-through inner part, useful in 'replace' spawnarg for loot paintings.''
|
|-
|-
|
|<gallery>File:Removed painting_medium.png</gallery>
|atdm:removed_painting_medium
|''Empty painting framew ith see-through inner part, useful in 'replace' spawnarg for loot paintings.''
|
|-
|-
|'''Decorative/Paintings/Random'''
|<gallery>File:Painting hor large random image.png</gallery>
|atdm:painting_hor_large_random_image
|''A large painting with a random, horizontal image.''
|
|-
|-
|
|<gallery>File:Painting hor medium random image.png</gallery>
|atdm:painting_hor_medium_random_image
|''A medium-sized painting with a random, horizontal image.''
|
|-
|-
|
|<gallery>File:Painting hor random image.png</gallery>
|atdm:painting_hor_random_image
|''A medium-sized painting with a random, horizontal image.''
|
|-
|-
|
|<gallery>File:Painting ver large random image.png</gallery>
|atdm:painting_ver_large_random_image
|''A large painting with a random, vertical image.''
|
|-
|-
|
|<gallery>File:Painting ver medium random image.png</gallery>
|atdm:painting_ver_medium_random_image
|''A medium-sized painting with a random, vertical image.''
|
|-
|-
|
|<gallery>File:Painting ver random image.png</gallery>
|atdm:painting_ver_random_image
|''A small painting with a random, vertical image.''
|
|-
|-
|'''Fireplace Pieces'''
|<gallery>File:Fireplace ash heap big.png</gallery>
|atdm:fireplace_ash_heap_big
|''An ash heap used inside a fireplace.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Fireplace ash heap long.png</gallery>
|atdm:fireplace_ash_heap_long
|''An ash heap used inside a fireplace.''
|
|-
|-
|
|<gallery>File:Fireplace ash heap round.png</gallery>
|atdm:fireplace_ash_heap_round
|''An ash heap used inside a fireplace.''
|
|-
|-
|
|<gallery>File:Fireplace ash heap small.png</gallery>
|atdm:fireplace_ash_heap_small
|''An ash heap used inside a fireplace.''
|
|-
|-
|
|<gallery>File:Fireplace grate.png</gallery>
|atdm:fireplace_grate
|''A grate to be used inside a fireplace.''
|
|-
|-
|
|<gallery>File:Fireplace piece base.png</gallery>
|atdm:fireplace_piece_base
|''Base class for all add-on parts for fireplaces, do not use.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Fireplace wood piece.png</gallery>
|atdm:fireplace_wood_piece
|''Wood to be used inside a fireplace.''
|
|-
|-
|
|<gallery>File:Fireplace wood piece long.png</gallery>
|atdm:fireplace_wood_piece_long
|''Wood to be used inside a fireplace.''
|
|-
|-
|
|<gallery>File:Fireplace wood piece small.png</gallery>
|atdm:fireplace_wood_piece_small
|''Wood to be used inside a fireplace. Should not be used.''
|'''Not''' for mapper use.
|-
|-
|'''Hangers'''
|<gallery>File:Sign mount wrought iron 01.png</gallery>
|atdm:sign_mount_wrought_iron_01
|''A fancy wrought iron sign hanger, has LOD stages.''
|
|-
|}


==== "Targets" subfolder ====
Though the template provides three starting points, you can change it to offer any number you wish. They don't need to appear on the last briefing screen, either, though you may find that's the most logical place to offer them.


{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
===What the Player Sees===
|-
When the player hovers the mouse over either the checkbox or text for a starting point, the text highlights.
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-


|-
When the player clicks on either the checkbox or text, a checkmark appears in the box and the text remains highlighted. Selecting a different starting position will unhighlight the previous selection and highlight the new one.
|''None''
|N/A
|atdm:gui_message
|''When triggered, this entity will show the popup message defined on it. Can also be targeted by 'atdm:target_disable_message' or 'atdm:target_enable_message' entities.''
|
|-
|-
|
|N/A
|atdm:start_alarm
|''Starts an alarm sound, e.g. a sound heard both by the player and propagated to the AI. Link it to an 'atdm:alarm_sound' entity and trigger this by any trigger.''
|
|-
|-
|
|N/A
|atdm:stop_alarm
|''Stops an alarm sound, link it to an 'atdm:alarm_sound' entity to stop it alarming the AI.''
|
|-
|-
|
|N/A
|atdm:target_addobjectives
|''When triggered, adds all objectives defined in its spawnargs into the objectives system. When triggered, it sets the spawnargs 'obj_num_offset' on itself for the numerical offset of the first objective it added, used for later addressing that objective.''
|
|-
|-
|
|N/A
|atdm:target_base
|''Don't use, base class for all TDM target entities.''
|
|-
|-
|
|N/A
|atdm:target_callobjectfunction
|''Calls a object function (aka method) on each target when triggered.''
|
|-
|-
|
|N/A
|atdm:target_callscriptfunction
|''Calls a global script function when triggered.''
|
|-
|-
|
|N/A
|atdm:target_changeentityrelation
|''When triggered, changes the current relation of entity1 to entity2 by the amout specified in 'relationchange'.''
|
|-
|-
|
|N/A
|atdm:target_changelockstate
|''When triggered, this entity changes the lock state of its targets. Use the 'unlock' and 'toggle' spawnargs to alter the behaviour.''
|
|-
|-
|
|N/A
|atdm:target_changetarget
|''When triggered, this entity changes (removes and/or adds) a target from the targetted entity. Removals always happen before additions. spawnargs: 'remove', 'add', and 'target'.''
|
|-
|-
|
|N/A
|atdm:target_intermissiontrigger
|''When triggered, this entity saves the trigger event to fire it again in a later mission. By default, the trigger is fired in next mission but it can be configured to fire at a defined mission number.''
|
|-
|-
|
|N/A
|atdm:target_itemremove
|''Removes items from the player's inventory. Each target_itemremove can remove up to 1 unique entity, one stack of stackables, and one type of ammo. Melee weapons cannot be removed.''
|
|-
|-
|
|N/A
|atdm:target_message_disable
|''When triggered, this entity disables the targeted 'atdm:gui_message' entity. Further triggers to show the message will then be ignored.''
|
|-
|-
|
|N/A
|atdm:target_message_enable
|''When triggered, this entity enables the targeted 'atdm:gui_message' entity again. Further triggers to show the message will then work again.''
|
|-
|-
|
|N/A
|atdm:target_postscriptevent
|''Posts a script event on each target when triggered.''
|
|-
|-
|
|N/A
|atdm:target_savegame
|''This entity saves the game under the set name when triggered.''
|
|-
|-
|
|N/A
|atdm:target_set_frobable
|''When triggered, sets everything inside this target brush to either frobable or not frobable. It's possible to exclude specific entities from this operation by setting the 'immune_to_target_setfrobable' spawnarg on the entity to be excluded.''
|
|-
|-
|
|N/A
|atdm:target_setentityrelation
|''When triggered, sets the relation of entity1 to entity2 to the value of 'relation'.''
|
|-
|-
|
|N/A
|atdm:target_setobjective_component_state
|''Sets the given objective components to a certain state. The objectives components are addressed by ID. Toggling multiple components at once is possible. (e.g. the spawnarg setup 'comp_id1' = '2,1', 'comp_id2' = '3,2' and 'comp_state' = '1' will set to true component 1 of objective 2 and component 2 of objective 3.''
|
|-
|-
|
|N/A
|atdm:target_setobjective_state
|''Sets the given objectives to a certain state. The objectives are addressed by ID. Multiple obj_idN spawnargs are possible. (e.g. the spawnarg setup 'obj_id1' = '2', 'obj_id2' = '4' and 'obj_state' = '1' will set the objectives with the id numbers 2 and 4 to the state 1.''
|
|-
|-
|
|N/A
|atdm:target_setobjective_visibility
|''Makes the given objectives to either hidden or visible to the player. The objectives are addressed by ID. Multiple obj_idN spawnargs are possible. (e.g. the spawnarg setup 'obj_id1' = '2', 'obj_id2' = '4' and 'obj_visibility' = '1' will make visible the objectives with the id numbers 2 and 4.''
|
|-
|-
|
|N/A
|atdm:target_setrelations
|''When triggered, sets the AI relations according to the spawnargs set on this entity (e.g. 'rel 1,2'  '1').''
|
|-
|-
|
|N/A
|atdm:target_setteam
|''When triggered, this entity changes the team of all its target to the value of the 'team' spawnarg.''
|
|-
|-
|
|N/A
|atdm:target_startconversation
|''Starts the conversation specified in the 'conversation' spawnarg.''
|
|-
|-
|
|N/A
|atdm:teleport
|''When triggered, this entity teleports all targeted entities to itself and orients them to its own orientation. You can also set 'teleport_offset' and 'teleport_random_offset' on the teleported entitiesi to modify their target position.''
|
|-
|-
|
|N/A
|atdm:teleport_group
|''Computes the teleport_offset spawnargs for each targeted entity, so they can be teleported together.''
|
|-
|-
|
|N/A
|atdm:trigger_voice
|''Speak the sound given in 'snd_say' as either player or the speaker from off, depending on 'as_player'. Target from any trigger and link this to your 'atdm:voice' entity.''
|
|-
|-
|
|N/A
|target_null
|''A generic target to point camera views at.''
|
|-
|}


==== "Triggers" subfolder ====
When the player starts the mission, he'll start at the selected location.


{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
If the player makes no selection, he'll start at the info_player_start in the map that has the lowest entity number.
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-


|-
===Making It Your Own===
|''None''
Three sample starting point descriptions are provided. Change these to match the briefing and starting points for your map. Look for and change these lines:
|N/A
  text "Scale the north wall and enter through an attic window."
|trigger_count
  .
|''Countable trigger.''
  .
|
  .
|-
text "Use the secret tunnel into the cellar."
|-
  .
|
  .
|N/A
  .
|trigger_entityname
text "Slide down the coal chute."
|''Variable sized repeatable trigger that only responds to a specific entity. The entity to be triggered must be named, targeted entities are ignored. Only works on entities that can enter trigger under their own power...if player drops them, there is no effect.''
|
|-
|-
|
|N/A
|trigger_facing
|''Behaves exactly like a trigger_multiple but the player must be facing within 30 degress of the angle.''
|
|-
|-
|
|N/A
|trigger_fade
|''Fades the screen to fadeColor over fadeTime (in seconds).''
|
|-
|-
|
|N/A
|trigger_hurt
|''Damages the activator. Can be turned on or off by other triggers.''
|
|-
|-
|
|N/A
|trigger_multiple
|''Variable sized repeatable trigger. Must be targeted at one or more entities. The basic time between firing is a random time between (wait - random) and (wait + random).''
|
|-
|-
|
|N/A
|trigger_once
|''Variable sized single-use trigger. Must be targeted at one or more entities.''
|
|-
|-
|
|N/A
|trigger_once_entityname
|''Variable sized single-use trigger that only responds to a specific entity. Must be targeted at one or more entities. Only works on entities that can enter trigger under their own power... if player drops them, there is no effect. The basic time between firing is a random time between (wait - random) and (wait + random).''
|
|-
|-
|
|N/A
|trigger_presize
|''Variable sized repeatable trigger. Must be targeted at one or more entities. The basic time between firing is a random time between (wait - random) and (wait + random).''
|
|-
|-
|
|N/A
|trigger_random
|''When triggered, triggers one of its targets randomly with evenly weighted probability. (For weighted probability use S/R instead.)''
|
|-
|-
|
|N/A
|trigger_relay
|''Non-touchable repeatable trigger. Used as a proxy for triggering multiple targets in script, or
from other entities. Must be targeted at one or more entities. The basic time between firing is a random time between (wait - random) and (wait + random).''
|
|-
|-
|
|N/A
|trigger_sequencer
|''Needs to be activated by another trigger. Triggers target 0 when first activated, target 1 when next activated, etc.''
|
|-
|-
|
|N/A
|trigger_timer
|''Repeatedly fires its targets. Can be turned on or off by using. The basic time between firing is a random time between (wait - random) and (wait + random).''
|
|-
|-
|
|N/A
|trigger_touch
|''Continuously tests whether other entities are touching and calls a script function for any such entities. When active, this trigger is fairly expensive, so use carefully.''
|
|-
|}


==== "Weapons" subfolder ====
Each selection is tied to a specific info_player_start in your map. Look for these lines and change them to match the names of your info_player_starts:
set "gui::startSelect" "PlayerStart1";
.
.
.
set "gui::startSelect" "PlayerStart2";
.
.
.
set "gui::startSelect" "PlayerStart3";


''Some images of the weapon entities are depicted covered to a large extent with a green collision mesh. This is typical while viewing them in DarkRadiant. Due to this, some of the entity images also show their wireframes, for easier identification.''
That's all you need to do to offer three starting points.


{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
If you want to offer only two starting points, comment out the third checkbox and text windowDef definitions, as well as any other lines that reference those definitions.
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-


|-
If you want to offer four starting points, copy/paste the StartPointBox3 and StartPointText3 definitions, rename the copies as StartPointBox4 and StartPointText4, adjust (x,y) locations on the screen, and extend the first three box/text definitions so they know about the new definitions.
|'''Arrows'''
|TBA
|atdm:ammo_arrow
|''Arrow ammunition, can be picked up by the player.''
|
|-
|-
|
|<gallery>File:Ammo broadhead.png</gallery>
|atdm:ammo_broadhead
|''Broadhead Ammunition''
|
|-
|-
|
|<gallery>File:Ammo firearrow.png</gallery>
|atdm:ammo_firearrow
|''[[Arrows#Fire Arrow|Fire Arrow]] Ammunition''
|
|-
|-
|
|<gallery>File:Ammo gasarrow.png</gallery>
|atdm:ammo_gasarrow
|''[[Arrows#Gas Arrow|Gas Arrow]] Ammunition''
|
|-
|-
|
|<gallery>File:Ammo mossarrow.png</gallery>
|atdm:ammo_mossarrow
|''[[Arrows#Moss Arrow|Moss Arrow]] Ammunition''
|
|-
|-
|
|<gallery>File:Ammo noisemaker.png</gallery>
|atdm:ammo_noisemaker
|''[[Arrows#Noisemaker Arrow|Noisemaker Arrow]] Ammunition''
|
|-
|-
|
|<gallery>File:Ammo ropearrow.png</gallery>
|atdm:ammo_ropearrow
|''[[Arrows#Rope Arrow|Rope Arrow]] Ammunition''
|
|-
|-
|
|<gallery>File:Ammo vinearrow.png</gallery>
|atdm:ammo_vinearrow
|''[[Arrows#Vine Arrow|Vine Arrow]] Ammunition''
|
|-
|-
|
|<gallery>File:Ammo waterarrow.png</gallery>
|atdm:ammo_waterarrow
|''[[Arrows#Water Arrow|Water Arrow]] Ammunition''
|
|-
|-
|'''Arrows/Stuck'''
|<gallery>File:Ammo broadhead stuck.png</gallery>
|atdm:ammo_broadhead_stuck
|''A broadhead stuck into a surface, ready to be plucked out by the player.''
|
|-
|-
|
|<gallery>File:Ammo ropearrow stuck.png</gallery>
|atdm:ammo_ropearrow_stuck
|''A rope arrow stuck into a surface, ready to be plucked out by the player.''
|
|-
|-
|'''Melee'''
|<gallery>File:Weapon_blackjack.png</gallery>
|atdm:weapon_blackjack
|''The thief's best friend.''
|
|-
|-
|
|<gallery>File:Weapon_shortsword.png</gallery>
|atdm:weapon_shortsword
|''The shortsword.''
|
|-
|}
==== "x doom3 junk" subfolder ====


{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
For example, in the StartPointBox1 definition, you'll see these lines in the onAction() event:
|-
set "background" "guis/assets/objectives/box_checked";
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
  set "StartPointBox2::background" "guis/assets/objectives/box_default";
!bgcolor=#d0d0e0 width="11%"|Entity image
set "StartPointBox3::background" "guis/assets/objectives/box_default";
!bgcolor=#d0d0e0 width="8%"|Entity file name
set "StartPointText1::forecolor" HIGHLIGHTED_TEXT_COLOR;
!bgcolor=#d0d0e0 width="11%"|Entity description
set "StartPointText2::forecolor" DEFAULT_TEXT_COLOR;
!bgcolor=#d0d0e0 width="11%"|Notes
set "StartPointText3::forecolor" DEFAULT_TEXT_COLOR;
|-


|-
If you add a fourth starting point, these lines would change to include knowledge of the new starting point box/text definitions:
|''None''
|N/A
|func_phantom_objects
|''Causes moveable objects to fly at player when triggered.  triggering toggles it on/off.''
|
|-
|-
|
|N/A
|moveable_base
|''Moveable object. Will drop to the floor and rest untill activated. The visual model set with the 'model' key can also be used for collision detection. However the model may not be too complex.'' ''max vertices = 32''
''max edges = 32''
''max polygons = 16''
''max edges per polygon = 16'' <br>
''The collision model must be an enclosed hull. Dangling polygons or edges are not allowed. If the visual model is too complex or does not meet these requirements it can be contained in a less complex model for collision detection. Such a collision model is specified with the 'clipmodel' key.''
|
|-
|-
|
|N/A
|moveable_base_barrel
|''Moveable barrel. Works just like a moveable_base. However the barrel has special handling to make it appear more round.''
|
|-
|}
 
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Hide">
 
==== Other ====


<div class="mw-collapsible-content">
set "background" "guis/assets/objectives/box_checked";
set "StartPointBox2::background" "guis/assets/objectives/box_default";
set "StartPointBox3::background" "guis/assets/objectives/box_default";
set "StartPointBox4::background" "guis/assets/objectives/box_default";
set "StartPointText1::forecolor" HIGHLIGHTED_TEXT_COLOR;
set "StartPointText2::forecolor" DEFAULT_TEXT_COLOR;
set "StartPointText3::forecolor" DEFAULT_TEXT_COLOR;
set "StartPointText4::forecolor" DEFAULT_TEXT_COLOR;


{|class="wikitable sortable" border=1 style="" cellspacing=0 cellpadding=2 width=100%
Make similar changes where needed by searching the file for StartPointBox3 and StartPointText3 to find all the places where box/text definitions are referenced.
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-


|-
Also look for references to "selectionIndex", see how it's used, and adjust its setting in your new definitions accordingly.  
|''None''
|N/A
|func_phantom_objects
|''Causes moveable objects to fly at player when triggered.  triggering toggles it on/off.''
|
|-
|-
|
|N/A
|moveable_base
|''Moveable object. Will drop to the floor and rest untill activated. The visual model set with the 'model' key can also be used for collision detection. However the model may not be too complex.'' ''max vertices = 32''
''max edges = 32''
''max polygons = 16''
''max edges per polygon = 16'' <br>
''The collision model must be an enclosed hull. Dangling polygons or edges are not allowed. If the visual model is too complex or does not meet these requirements it can be contained in a less complex model for collision detection. Such a collision model is specified with the 'clipmodel' key.''
|
|-


|-
If you have questions, you can contact grayman on the TDM forums by either sending a PM or posting to this thread: [http://forums.thedarkmod.com/topic/13210-controlling-where-the-player-starts-a-mission/ Controlling where the player starts a mission]
|
|N/A
|atdm:ai_bark_priority
|N/A
|
|-
|-
|
|N/A
|atdm:entity_base
|''Do not use, base class for all TDM entities, mainly there to set common spawnargs and document them.''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|atdm:vine_piece
|''Climbable Vine Patch''
|
|-
|-
|
|N/A
|damage_crush
|N/A
|
|-
|-
|
|N/A
|damage_explodingbarrel
|N/A
|
|-
|-
|
|N/A
|damage_explosion
|N/A
|
|-
|-
|
|N/A
|damage_fatalfall
|N/A
|
|-
|-
|
|N/A
|damage_gib
|N/A
|
|-
|-
|
|N/A
|damage_hugeexplosion
|N/A
|
|-
|-
|
|N/A
|damage_lava
|N/A
|
|-
|-
|
|N/A
|damage_lightbreak
|N/A
|
|-
|-
|
|N/A
|damage_movercrush
|N/A
|
|-
|-
|
|N/A
|damage_noair
|N/A
|
|-
|-
|
|N/A
|damage_paintrigger
|N/A
|
|-
|-
|
|N/A
|damage_smallexplosion
|N/A
|
|-
|-
|
|N/A
|damage_suicide
|N/A
|
|-
|-
|
|N/A
|damage_triggerhurt_10
|N/A
|
|-
|-
|
|N/A
|damage_triggerhurt_100
|N/A
|
|-
|-
|
|N/A
|damage_triggerhurt_1000
|N/A
|
|-
|-
|
|N/A
|damage_triggerhurt_15
|N/A
|
|-
|-
|
|N/A
|damage_triggerhurt_25
|N/A
|
|-
|-
|
|N/A
|damage_triggerhurt_5
|N/A
|
|-
|-
|
|N/A
|damage_triggerhurt_50
|N/A
|
|-
|-
|
|N/A
|damage_triggerhurt_75
|N/A
|
|-
|-
|
|N/A
|info_player_start
|''The spawning position for the player.''
|
|-
|-
|
|N/A
|info_player_teleport
|''Spawning position player after cinematic. When triggered, player will be moved to this location.''
|
|-
|-
|
|N/A
|melee_zombie_left
|N/A
|
|-
|-
|
|N/A
|melee_zombie_right
|N/A
|
|-
|-
|
|N/A
|sprgs_decompress
|''Propagated sound of the player submerging.''
|
|-
|-
|
|N/A
|sprgs_recompress
|''Propagated sound of the player resurfacing.''
|
|-
|-
|
|N/A
|target_endlevel
|''When triggered, displays end level gui and transfers the player to the next map. Orient the entity to specify the view during the stats display.''
|
|-
|-
|
|N/A
|target_setkeyval
|''Target an entity to set key val pairs on. Use keyval, keyval1, keyval2, etc.. for multiples.''
|
|-
|}
</div>
</div>
</div>
</div>

Latest revision as of 10:02, 15 January 2024

This text is not collapsible; but the next is collapsible and hidden by default:

bla bla bla


"Talk" links next to "Datiswous" appear red.


https://www.mediawiki.org/wiki/Help:Templates

Secrets of Waterdeep

  • Former author(s): none
  • Current author(s): Free for adaption
  • Status: -
  • Type: -
  • Theme: -
  • Progress: -
  • Campaign: -



Bla Bla Bla


Table test

An alternative way to create and edit tables via use of a template.

 {|class="wikitable sortable" border=1 style="" cellspacing=0 cellpadding=2 width=100%
 |-
 !bgcolor=#d0d0e0 width="7%"|Subfolder(s)
 !bgcolor=#d0d0e0 width="11%"|Entity image
 !bgcolor=#d0d0e0 width="8%"|Entity file name
 !bgcolor=#d0d0e0 width="11%"|Entity description
 !bgcolor=#d0d0e0 width="11%"|Notes
 |-
 {{TableRow|'''kitchen'''|<gallery>File:Jug01.png</gallery>|atdm:jug01|N/A|}}
 {{TableRow||<gallery>File:Wine bottle02 standing01.png</gallery>|atdm:wine_bottle02_standing01|N/A|}}
 {{TableRow||<gallery>File:Wine bottle02 standing02.png</gallery>|atdm:wine_bottle02_standing02|N/A|}}
 |}
 


Subfolder(s) Entity image Entity file name Entity description Notes
kitchen atdm:jug01 N/A
atdm:wine_bottle02_standing01 N/A
atdm:wine_bottle02_standing02 N/A

"Items" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
None N/A atdm:item_base Don't use. The base class for items the player can pick up. Not for mapper use.
TBA atdm:item_book_red1 A red Book
N/A atdm:item_book_t1 Book
N/A atdm:item_paper1 Paper
N/A atdm:item_scroll1 Scroll
N/A atdm:map_base Don't use - base class for all map items. Not for mapper use.
Custom N/A atdm:grabable_custom_item A customisable, grabable and/or pushable object. Almost any model can be selected and other displayed properties easily modified. The model must have a collision model or the map will not run. If you want it to go in the inventory use atdm:moveable_custom_item.
N/A atdm:moveable_custom_item A customisable, moveable object that can go in the inventory and optionally dropped. It can also optionally trigger a target from the inventory. Almost any model can be selected and other displayed properties easily modified. The model must have a collision model or the map will not run. Alternatively, use the 'atdm:static_custom_item' which can still be picked up but is non-droppable and does not need a collision model. For a non-inventory grabable use 'atdm:grabable_custom_item'.
N/A atdm:static_custom_item A customisable, static object that can be picked up but not dropped. Almost any model can be selected and other displayed properties easily modified. It can optionally trigger a target from the inventory. Alternatively, use the 'atdm:moveable_custom_item', which can optionally be dropped but the model must have a collision model or the map won't run.


Controlling Where the Player Starts

The "Controlling Where the Player Starts" functionality is broken in TDM 2.10 and 2.11 and got working again since 2.12 dev. The example gui file is also missing, but a new version is being worked on.


Beginning with TDM 1.08, map authors can offer more than one start point to players. This could increase re-playability of a map, allowing the player to replay the map with a different starting point.


The following text is originally written in 2011 by Grayman and is now outdated:


This is an extension to the Button-Controlled Menu Briefing, so you should first obtain and install that package (see above) and become familiar with how it works.

mainmenu_briefing.gui

Obtain a new version of mainmenu_briefing.gui from this location:

This version of mainmenu_briefing.gui adds new definitions to the final briefing screen (screen 6), two for each optional start point.

In the sample gui, you'll see these new definitions:

  • windowDef StartPointBox1
  • windowDef StartPointBox2
  • windowDef StartPointBox3
  • windowDef StartPointText1
  • windowDef StartPointText2
  • windowDef StartPointText3

StartPointTextN defines the starting point text for point N and handles highlighting and mouse events.

StartPointBoxN defines a checkbox to the left of the text describing starting point N.

Though the template provides three starting points, you can change it to offer any number you wish. They don't need to appear on the last briefing screen, either, though you may find that's the most logical place to offer them.

What the Player Sees

When the player hovers the mouse over either the checkbox or text for a starting point, the text highlights.

When the player clicks on either the checkbox or text, a checkmark appears in the box and the text remains highlighted. Selecting a different starting position will unhighlight the previous selection and highlight the new one.

When the player starts the mission, he'll start at the selected location.

If the player makes no selection, he'll start at the info_player_start in the map that has the lowest entity number.

Making It Your Own

Three sample starting point descriptions are provided. Change these to match the briefing and starting points for your map. Look for and change these lines:

text "Scale the north wall and enter through an attic window."
.
.
.
text "Use the secret tunnel into the cellar."
.
.
.
text "Slide down the coal chute."

Each selection is tied to a specific info_player_start in your map. Look for these lines and change them to match the names of your info_player_starts:

set "gui::startSelect" "PlayerStart1";
.
.
.
set "gui::startSelect" "PlayerStart2";
.
.
.
set "gui::startSelect" "PlayerStart3";

That's all you need to do to offer three starting points.

If you want to offer only two starting points, comment out the third checkbox and text windowDef definitions, as well as any other lines that reference those definitions.

If you want to offer four starting points, copy/paste the StartPointBox3 and StartPointText3 definitions, rename the copies as StartPointBox4 and StartPointText4, adjust (x,y) locations on the screen, and extend the first three box/text definitions so they know about the new definitions.

For example, in the StartPointBox1 definition, you'll see these lines in the onAction() event:

set "background"			"guis/assets/objectives/box_checked";
set "StartPointBox2::background"	"guis/assets/objectives/box_default";
set "StartPointBox3::background"	"guis/assets/objectives/box_default";
set "StartPointText1::forecolor" 	HIGHLIGHTED_TEXT_COLOR;
set "StartPointText2::forecolor" 	DEFAULT_TEXT_COLOR;
set "StartPointText3::forecolor" 	DEFAULT_TEXT_COLOR;

If you add a fourth starting point, these lines would change to include knowledge of the new starting point box/text definitions:

set "background"			"guis/assets/objectives/box_checked";
set "StartPointBox2::background"	"guis/assets/objectives/box_default";
set "StartPointBox3::background"	"guis/assets/objectives/box_default";
set "StartPointBox4::background"	"guis/assets/objectives/box_default";
set "StartPointText1::forecolor" 	HIGHLIGHTED_TEXT_COLOR;
set "StartPointText2::forecolor" 	DEFAULT_TEXT_COLOR;
set "StartPointText3::forecolor" 	DEFAULT_TEXT_COLOR;
set "StartPointText4::forecolor" 	DEFAULT_TEXT_COLOR;

Make similar changes where needed by searching the file for StartPointBox3 and StartPointText3 to find all the places where box/text definitions are referenced.

Also look for references to "selectionIndex", see how it's used, and adjust its setting in your new definitions accordingly.

If you have questions, you can contact grayman on the TDM forums by either sending a PM or posting to this thread: Controlling where the player starts a mission