Maphack Language: Difference between revisions

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sprite ''spriteid'' '''mdzoff''' ''value''
sprite ''spriteid'' '''mdzoff''' ''value''


Offsets the '''y''' coordinate of the model's centerpoint, to be used in conjunction with '''pitch''' and '''roll'''.
Offsets the '''z''' coordinate of the model's centerpoint, to be used in conjunction with '''pitch''' and '''roll'''.


===away1===
===away1===

Revision as of 07:13, 17 March 2013

Maphacks are used to edit the positioning of objects and other parts of a level in cases where the maps cannot be redistributed.

sprite

sprite spriteid <token> [value]

sprite spriteid angoff value
sprite spriteid angleoff value

Rotates the model away from the starting angle of the sprite. A value of 2048 represents a full turn of 360 degrees.

notmd

sprite spriteid notmd
sprite spriteid notmd2
sprite spriteid notmd3

Renders a tile as a sprite instead of a model. This is achieved by altering the value of mdflags.

nomdanim

sprite spriteid nomdanim
sprite spriteid nomd2anim
sprite spriteid nomd3anim

Freezes any model animation in place. This is achieved by altering the value of mdflags.

sprite spriteid pitch value

Adjusts the model's pitch, i.e. bowing or falling backwards. A hackish method can be used to move the model away from clipping in a wall, by setting the sprite's mdzoff to a grossly high (or low negative) number, and setting a pitch of 1.

sprite spriteid roll value

Adjusts the model's roll, i.e. tilting to the side.

sprite spriteid mdxoff value

Offsets the x coordinate of the model's centerpoint, to be used in conjunction with pitch and roll.

sprite spriteid mdyoff value

Offsets the y coordinate of the model's centerpoint, to be used in conjunction with pitch and roll.

sprite spriteid mdzoff value

Offsets the z coordinate of the model's centerpoint, to be used in conjunction with pitch and roll.

away1

sprite spriteid away1

Moves the sprite away. (how?) This is achieved by altering the value of mdflags.

away2

sprite spriteid away2

Moves the sprite away. (how?) This is achieved by altering the value of mdflags.

light

light sector x y z range r g b radius faderadius angle horiz minshade maxshade priority tilenum

Displays a spotlight using the Polymer renderer.