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Entities are shown as colour-coded sparkly dots when in edit mode. They are used for adding non-geometry/non-texture items, such as:
Each of these entities will be explained soon. All entities are added by the /newent command (or through the editing menu). When adding entities, they are always added to the red dot on the corner of the cube that you selected and at the height of which you are currently hovering (note: the physical entity created will always drop down to the ground).
Some useful commands to use with entities:
When lighting up a map, make sure to allow for contrast, as contrast is what makes a map look atmospheric. Things that are naturally bright, should become naturally bright (for example: outside areas, lights, lamps, etc). Places that are naturally dark, should be a bit dim (for example: A room with no windows or lights).
Tips:
Lights can be added typing "/newent light" and then a number between 1 and 32 to define the size of the light (the radius) and then a number between 1 and 255 to define the brightness.
Coloured lighting can be added typing "/newent light" and then a number between 1 and 32 to define the size of the light (the radius) and then a number between 1 and 255 to define the amount of red light and then a number between 1 and 255 to define the amount of green light and then a number between 1 and 255 to define the amount of blue light.
Note: The radius and all 3 colour values must be defined for a coloured light to be created correctly. You can't omit a value as it will not create the light correctly. If you don't want any colour from a specific value, simply use the value "1" as a place holder.
There is also a new handy menu that you can use to create lights by pressing L or accessing it through the editing menu.
Tip: If you accidentally light a map too brightly (for example, you didn't reset your gamma levels before editing), instead of deleting lights and starting again, you could utilize the /scalelights command.
Pickups must be placed strategically through maps and do take some time to position correctly. Powerful pickups should be few and not be too close to each other (unless there is a good risk involved) and pickups should be well spread and not be too high in number. Try to keep powerful pickups away from the spawn area so players are encouraged to leave their bases. Strategy is key! A good idea to keep in mind when mapping is "what would I need here to help me pwn?".
To place pickups, use the pickups menu inside the editing menu, otherwise type one of the below...
If needed, you can apply height to the model by adding a figure after the command indicating the vertical position of the pickup. This figure is allowed to be a negative number if needed (for example: if you use a pickup on a heightfield and want the pickup to appear at the correct height) to move it downwards instead of upwards.
In AssaultCube, there are three types of spawn points: RVSF spawn points, CLA spawn points and FFA spawn points (free-for-all).
As a general rule, you should place as many spawn points as possible in a spawn area so that players aren't spawning from the same point too often. However, don't over-do it. Make sure that spawn points are not too close to each other.
Also make sure that spawns are not too close to any walls and mapmodels so players don't get stuck inside them. Take care when placing spawn points to make sure you face the direction you would like the player to face when they spawn, so that they spawn looking in that direction, rather than facing a wall!
RVSF and CLA spawn points should be placed in their respective bases. FFA spawns should be placed all over the map in various places (FFA spawns are for non-team type games, such as Deathmatch or One-shot, one-kill).
If spawn points are not created, players will just spawn in the middle of the map, all next to each other, so please remember to add spawn points.
You can add spawn points through the editing menu, or you can type:
AssaultCube is packaged with many mapmodels to begin with, so there's a large choice available. You can add your own custom models if you want through config files. When adding mapmodels to your map, use them sparingly, as mapmodels slow down gamespeed and too many in one place just looks plain ugly.
To add a mapmodel to a map, type: /newent mapmodel X Y Z.
Alternatively, you can use the very handy mapmodel menu inside the editing menu.
Replace X with the mapmodels number (you can find this out by opening /config/default_map_settings.cfg - The mapmodels number is written in a comment to the right of the mapmodel).
Replace Y with the height you would like the mapmodel to appear above the cube that it is placed upon.
If you want a different texture to appear on the mapmodel, you can use Z to define a texture number to apply to that mapmodel. Using this is unrecommended as it's better to use the models default texture.
Note: Some mapmodels in the mapmodels menu do not appear instantly. Instead, they bring up the text needed to place that mapmodel, giving you a chance to define a height for that mapmodel if needed.
Due to the AssaultCube engines limitations... you can't use geometry to create a second level. But, you can use a mapmodel platform or bridge. Look in the editing menu under "Platforms/Clips". Apply some height to these to create a second floor. Using too many of these is unrecommended.
If you want to enable CTF mode on your map, place a CTF flag in each respective base using the menus or by typing:
Clips can be used to block players from accessing areas that they shouldn't be able to access (for example: over a fence).
You can use clips through the editing menu through Entities -> Clips.
You can also simply use the command by picking where you want the clips and typing:
/newent clips W X Y Z
Replace W with the elevation from the ground of the clip.
Replace X with the length of the clip
Replace Y with the width of the clip
Replace Z with the height of the clip.
Note: Some older maps, created prior to v1.0 may use a different technique of clipping that you can't visibly see in editmode, as the current way of using clips did not exist at the time.
Ladders are comprised of TWO pieces. One part is the ladder mapmodel which gives the ladder an appearance. The other part is the "entity" which is an invisible force that let's you climb the mapmodel like a ladder.
Choose the appropriate place for the model, then, pick the appropriate sized mapmodel
from the submenus in Editing > Mapmodels. To place the model
with the correct orientation, turn 90 degrees to the left before placing it.
There is a single ladder rung model that you can use to make different sized ladders
if needed (by applying height to the model, see mapmodels).
On the same cube that you placed the mapmodel, type: /newent ladder X. Replace "X" with the amount of cubes that the player will need to climb.
So long as the sound is defined in the config files you can use ambient sounds in a map. When using ambient sounds, sound will be played to all players within the radius defined, from the source of the entity.
To use an ambient sound, type: /newent sound W X Y Z
Replace W with the number for the sound (as defined by your custom
config files).
Replace X with the radius you want the sound to play for.
Replace Y with the amount of distance inside the radius you would like before the sound starts to fade.
Replace Z with the volume of the sound (from 1-255).
For more information, see: newent sound.