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The Arsenal Files 8
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The Arsenal Files Collection #8 (Arsenal Computer) (1996).ISO
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g_quake
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asc2map.zip
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EXAMPLE.A2M
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1996-09-15
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// This is an example file showing what scripts for asc2map should look like.
// You can get the following attirbutes from spotlights, omnis and cameras
// (I haven't looked at ambient lights yet, but they'll probably work too,
// or not.)
// angle - The angle converted to quake format for angles (-1 for up,
// -2 for down, when the slope is more than 100%)
// length - Usefull for heights of func_plats.
// origin - Just the origin of the thing.
// mangle - The "look-at" point.
// You can get these attributes by preceding them by the name of light/camera
// like this:
// "origin" light01.origin
// So, no quotes.
// Brushes (or Tri-meshes in 3ds's .asc format) can be included into an entity
// like this:
// {
// "classname" "some_name"
// "morestuff" "more_values"
// brush "brushname"
// brush "anotherbrushname"
// }
// So, no quotes around brush, but two quotes around the brush name.
// You can also include multiple brushes in one statement using *:
// brush "Object1*"
// This will include all brushes whose names start with Object1
// (no unix-like patterns like O*ect1* and no "?", just a simple * at the
// end).
// By the way, brushes included in a non-worldspawn entity are not included
// in the worldspawn entity. (You don't want to open a door just to find there
// is another-one behind it, only this-one won't open :)
// If you want a brush in worldspawn as well as in another entity, just
// explicitly include it in both.
// An asc2map script file should contain the name of the .asc file and
// the .map file on the first two non-empty/non-comment lines as shown.
ascfile = "example.asc"
mapfile = "example.map"
// Each entity should be given just like in a quake .map file only each
// line should only contain one entity member value definition and
// each { and } should also be on a separate line.
{
"classname" "worldspawn" // Put exactly one worldspawn entity in your
// scripts!
"wad" "..\quake101.wad" // Put the name + path of your own
// textures wad here.
"message" "Exmaple map"
"worldtype" "0"
"sounds" "7"
// All left-over brushes are automatically
// put into the worldspawn entity so you
// don't have to put any here.
}
// the lift
{
"classname" "func_button"
"target" "lift"
"angle" buttdir01.angle // Get the angle from the spotlight called
// buttdir01 .
"message" "Moving lift up."
brush "button01" // In the .map file this is replaced by the
// 3d-object called button01.
}
{
"classname" "func_button"
"target" "lift"
"angle" buttdir02.angle
"message" "Moving lift up."
brush "button02"
}
{
"classname" "func_door"
"angle" "-1" // that's up, that is.
"lip" "0"
"targetname" "lift"
brush "lift*" // Include all objects starting with lift into this
// entity.
}
// some more objects
{
"classname" "info_player_start"
"origin" ips.origin
"angle" ips.angle
}
{
"classname" "light_flame_small_yellow"
"origin" lamp1.origin
"light" "400"
}
{
"classname" "light_globe"
"origin" lamp2.origin
"light" "400"
}
{
"classname" "light_torch_small_walltorch"
"origin" torch01.origin
"light" "100"
}
{
"classname" "light_torch_small_walltorch"
"origin" torch02.origin
"light" "100"
}
{
"classname" "light_torch_small_walltorch"
"origin" torch03.origin
"light" "100"
}
{
"classname" "light_torch_small_walltorch"
"origin" torch04.origin
"light" "100"
}
{
"classname" "light_torch_small_walltorch"
"origin" torch05.origin
"light" "100"
}
{
"classname" "light_torch_small_walltorch"
"origin" torch06.origin
"light" "100"
}
{
"classname" "light_torch_small_walltorch"
"origin" torch07.origin
"light" "100"
}
{
"classname" "light_torch_small_walltorch"
"origin" torch08.origin
"light" "100"
}
// That's all there is to it. Oh yeah, comments can be given in the c++ style,
// with a double slash (not with /* No comment! */).