diff --git a/quake4/BasicScriptTutorial.html b/quake4/BasicScriptTutorial.html index 58f2cb7..9611b8f 100644 --- a/quake4/BasicScriptTutorial.html +++ b/quake4/BasicScriptTutorial.html @@ -284,7 +284,7 @@ document.write(' 14 //move him to where that new target_null lives 15 newMonster.setWorldOrigin( $targetMonster.getWorldOrigin() ); 16 } -

Let's go over this new stuff!

entity newMonster creates a variable for us of the entity type. A variable is a just a label for a piece of memory. When we spawn in our new creature, we want to have a way to access him later in the script. We use variables to keep track of all sorts of information.

Right now newMonster is empty. We're going to spawn in a strogg marine, and store the resulting handle into the newMonster variable.

newMonster = sys.spawn("monster_strogg_marine"); does just that! We use the spawn command to tell the game to create a new entity of whatever type we tell it. Anytime we enter text between quotes, we call it a string. That string is the parameter-- you remember those from earlier? So we're telling the game to create us a Strogg Marine, and to put the handle to that Strogg Marine inside our variable called newMonster.

At this point, a Strogg Marine is created, but he's been placed at world location 0,0,0. That's no good, we want him to appear at the target_null we made earlier!

To move an entity to a different position in the map instantly, we use the setWorldOrigin event. This is an instant move, the entity will pop into position over the course of a single frame. We do that with newMonster.setWorldOrigin( ).

Up until now we've been calling all our functions on the SystemObject. Functions can be called on all sorts of objects though, the SystemObject is only the beginning. To learn more about these functions, check out the Script Events page.

The function setWorldOrigin needs a parameter though. Let's give it the origin of that target_null we made earlier. We can call a function on that target_null to get it's origin. So we will.

$targetMonster.getWorldOrigin() returns to us the entity's origin in the world as a vector. The $targetMonster part is special. We use that $ symbol to reference any entity that is in the map. In this example, we use $targetMonster because that's what we named the target_null. If you named yours differently, use that different name.

/!\ This part is important, and a bit confusing at first. Understand the difference between an entity variable and the $ symbol. That link will take you to a more detailed example if you need it.

setWorldOrigin needs a vector as it's parameter, and luckily getWorldOrigin gives us just that. So this line,

newMonster.setWorldOrigin( $targetMonster.getWorldOrigin());

Will place the monster directly on the origin of that target_null.

Save your script file!

+

Let's go over this new stuff!

entity newMonster creates a variable for us of the entity type. A variable is a just a label for a piece of memory. When we spawn in our new creature, we want to have a way to access him later in the script. We use variables to keep track of all sorts of information.

Right now newMonster is empty. We're going to spawn in a strogg marine, and store the resulting handle into the newMonster variable.

newMonster = sys.spawn("monster_strogg_marine"); does just that! We use the spawn command to tell the game to create a new entity of whatever type we tell it. Anytime we enter text between quotes, we call it a string. That string is the parameter-- you remember those from earlier? So we're telling the game to create us a Strogg Marine, and to put the handle to that Strogg Marine inside our variable called newMonster.

At this point, a Strogg Marine is created, but he's been placed at world location 0,0,0. That's no good, we want him to appear at the target_null we made earlier!

To move an entity to a different position in the map instantly, we use the setWorldOrigin event. This is an instant move, the entity will pop into position over the course of a single frame. We do that with newMonster.setWorldOrigin( ).

Up until now we've been calling all our functions on the SystemObject. Functions can be called on all sorts of objects though, the SystemObject is only the beginning. To learn more about these functions, check out the Script Events page.

The function setWorldOrigin needs a parameter though. Let's give it the origin of that target_null we made earlier. We can call a function on that target_null to get it's origin. So we will.

$targetMonster.getWorldOrigin() returns to us the entity's origin in the world as a vector. The $targetMonster part is special. We use that $ symbol to reference any entity that is in the map. In this example, we use $targetMonster because that's what we named the target_null. If you named yours differently, use that different name.

/!\ This part is important, and a bit confusing at first. Understand the difference between an entity variable and the $ symbol. That link will take you to a more detailed example if you need it.

setWorldOrigin needs a vector as it's parameter, and luckily getWorldOrigin gives us just that. So this line,

newMonster.setWorldOrigin( $targetMonster.getWorldOrigin());

Will place the monster directly on the origin of that target_null.

Save your script file!

Running the Script Anew

Now, if you've closed the game since you've run the Hello Stroggos example, just load it again and this script should work out fine. However, if you've still got the game running from before, you'll need to execute a Reload Script command in the console.

Once you've saved your script, drop the console in game and enter the command reloadScript. The game should pause for a few seconds, then show you this:

******************************
 ERROR: Exiting map to reload scripts
diff --git a/quake4/Def_Flags.html b/quake4/Def_Flags.html
index a002e55..0104f01 100644
--- a/quake4/Def_Flags.html
+++ b/quake4/Def_Flags.html
@@ -185,7 +185,7 @@ actionsMenuInit('More Actions:');
 
 
-

Most flags can be used by all *Def Types, but some are used only by certain *Def elements. The following is an example of a choiceDef and some of its flags to show the general set up:

        choiceDef gametype_selection
+

Most flags can be used by all *Def Types, but some are used only by certain *Def elements. The following is an example of a choiceDef and some of its flags to show the general set up:

        choiceDef gametype_selection
         {
                 rect            118,4,170,22
                 visible         1
@@ -203,21 +203,21 @@ actionsMenuInit('More Actions:');
 

background

  • The path to the image to be displayed in the windowDef. Paths are referenced from q4base, so a typical path would be gfx/guis/mapname/imagename .

bind

-
  • Used in bindDefs. Sets the bind that will be changed when the player edits their key bindings.

+

  • Used in bindDefs. Sets the bind that will be changed when the player edits their key bindings.

bordercolor

  • Defines the color of the border on a windowDef. Colors are normalized RGB and alpha values. A bordercolor set to 1,1,0,1 would be yellow with no transparency. The bordersize flag must be set for a bordercolor to show. This flag can also reference the individual R,G,B and alpha values in the following way: bordercolor_x, bordercolor_y, bordercolor_z, bordercolor_w.

bordersize

choices

-
  • Defines the choices to be shown in a choiceDef. Each choice is separated by a semicolon.

+

  • Defines the choices to be shown in a choiceDef. Each choice is separated by a semicolon.

choicetype

  • Takes values of 0 and 1. Choicetype 0 is a boolean value. Choicetype 1 is a multiple choice value.

comment

  • Used to mark a comment. This is often used in the Desktop to refer to gui parms that may be used by the GUI to operate on scripts.

cvar

-

+

descriptions

-
  • Sets the text to be displayed alongside each choice in a popupDef. Descriptions are separated by semicolons.

+

  • Sets the text to be displayed alongside each choice in a popupDef. Descriptions are separated by semicolons.

dpadgui

  • When set to 1 on a world GUI, this marks it as having navigable elements via the D-pad.

font

@@ -225,11 +225,11 @@ actionsMenuInit('More Actions:');

forecolor

  • Defines the color of the text in a windowDef. Colors are normalized RGB and alpha values. A forecolor set to 1,1,0,1 would be yellow with no transparency. This flag can also reference the individual R,G,B and alpha values in the following way: forecolor_x, forecolor_y, forecolor_z, forecolor_w.

high

-
  • Used in sliderDefs as the upper boundary for a slider cvar value.

+

  • Used in sliderDefs as the upper boundary for a slider cvar value.

listname

-
  • Used in listDefs only. Sets the name of the list to be displayed in the listDef. This listname value is referenced by the code and may or may not be different from the listDef's actual name.

+

  • Used in listDefs only. Sets the name of the list to be displayed in the listDef. This listname value is referenced by the code and may or may not be different from the listDef's actual name.

low

-
  • Used in sliderDefs as the lower boundary for a slider cvar value.

+

  • Used in sliderDefs as the lower boundary for a slider cvar value.

matcolor

  • Defines the color of the image displayed in the “background” flag for a windowDef. This flag can also reference only the R, G, B, and alpha values of a windowDef accordingly: matcolor_x, matcolor_y, matcolor_z, matcolor_w.

menugui

@@ -239,17 +239,17 @@ actionsMenuInit('More Actions:');

nocursor

  • Used in the Desktop. A value of 1 will display no cursor over the gui. This can be used for noninteractive GUIs such as monitors.

noevents

-

+

notime

-

+

rect

  • Defines the location, width and height of a windowDef as x1,y1,width,height. 0,0,640,480 would be a windowDef of 640 by 480 pixels whose top left corner is at coordinate 0,0. The first two values always represent the upper left corner of a windowDef.

rotate

-
  • Defines the angle that the image refenced by the windowDef will be rotated. This property can also be used in a transition statement to rotate an image in a windowDef over time.

+

  • Defines the angle that the image refenced by the windowDef will be rotated. This property can also be used in a transition statement to rotate an image in a windowDef over time.

scrollbar

-
  • A value of 1 enables scrollbars in a listDef.

+

  • A value of 1 enables scrollbars in a listDef.

step

-
  • Used in sliderDefs to define the interval that a slider will move.

+

  • Used in sliderDefs to define the interval that a slider will move.

text

  • The text to be displayed in the windowDef. The character limit is 1024.

textalign

@@ -257,7 +257,7 @@ actionsMenuInit('More Actions:');

textscale

  • Defines the font size of the text in the windowDef. The range is general from 0.0 to 1.0 but can exceed 1.0.

thumbShader

-
  • Used only for sliderDefs. This references an image to be used as the slider element.

+

  • Used only for sliderDefs. This references an image to be used as the slider element.

visible

  • Takes values of 0 or 1. Defines whether or not the windowDef is visible. windowDefs have a visible set to 1 by default.

matscalex

diff --git a/quake4/Effect_Creation_Walkthrough.html b/quake4/Effect_Creation_Walkthrough.html index c1369cf..b79faf2 100644 --- a/quake4/Effect_Creation_Walkthrough.html +++ b/quake4/Effect_Creation_Walkthrough.html @@ -185,7 +185,7 @@ actionsMenuInit('More Actions:');
-

This is a step by step guide to creating a simple fire effect.

Remember that once you have added a segment to an effect you can use binds with editfx_play and editfx_playlooping to test the effect. This document assumes that after adding one segment you start playing the effect looping on a ground surface in a test map. As the effect is changed in the editor, the looping effect in the world will update.


  1. Open the FXEditor with the +editfx console command.

  2. Click File>New or hit CTRL + N.

  3. Right click inside the Segment window and click Insert>Sprite.

  4. Click the Sprite Tab and in the material field (where it says '_material') enter a path to your fire image shader. In our case, it will be: gfx/effects/fire/fire4a

  5. Go to the Motion Tab and clear out the existing Forward/Left/Up values. Replace them with a Forward range of 10 min, 50 max. Left of -5 min, 5 max, Up -5 min, 5 max. Make sure to give the Sprites a negative gravity value of -0.05 so they rise realistically.

  6. Click the Size Tab and give your sprite particles a size range of 15 min, 30 max for both height and width. Make sure to check Linear Distribution

  7. Go to the Rotate Tab and give the segment a 0 min, 360 max value for start rotation. On the dropdown box for Envelope, select a Linear table. Hint: Hit the L key with the dropdown box selected to hop to the first Table that starts with the letter L. For the end rotation values, set -90 min and 90 max. Make sure to select End Relative to Start.

  8. Click the Alpha Tab and select an envelope for alpha fading. I recommend fastinslowout. This table is similar to cosine except the alpha ramps up quickly and fades slowly. Set a start value of 0, and an end value of 1. Make sure you check Blend Alpha and Color As the fire shader we are using is an additive blend.

  9. The fire is starting to take shape. Go to the Emitter Tab and increase the count to 10 from 5.

  10. Go to the Origin Tab. Add Left and Up min/max values of -15, 15 so that the sprites will not spawn in the exact same location. You can leave Forward at 0 so that all fire particles spawn on the same surface. Make sure the distribution is Sphere or Cylinder for even and realistic coverage.

  11. Lets add some embers to our fire. Create a new Sprite segment and add this material to the Sprite Tab: gfx/effects/energy_sparks/spark3 Remember that you can right-click on a selected segment and click Rename so each segment you create has a more memorable name. Try renaming the fire segment to fire1 and this new embers segment to embers.

  12. Go to the Motion Tab on the embers segment and set the Motion to 10 min 20 max for Forward. Set left/up values to be 0. This is in preparation for using Orbit and Offset. Give the embers segment the same gravity as the fire, -0.05.

  13. Lets spawn the embers in a Cylinder origin all around the fire. Do this by setting values of -25 min, 25 max for Forward, Left and Up. Also select Cylinder distribution.

  14. Setup the Alpha to use a Cosine table with a start value of 0 and an end value of 1.

  15. Move to the Size Tab and set a min size of 0.5 and a max size of 2. Linear Distribution checked again, these values apply to both Height and Width.

  16. Now lets adjust the Offset so that spawning embers will have random wiggly Orbits simulating real fire embers. On the Offset tab, set a min of -10 and a max of 10 for Forward, Left and Up.

  17. Click the Orbit tab and enter 0 min 360 max for the Start values for Roll, Yaw and Pitch. Select a Linear Table Envelope and set the End values to -120 min, 120 max. Different Orbit values will lead to different results. Try setting values of -360 min, 360 max to see how the embers orbit faster and more randomly. You can also increase the Offset values for a similar effect. Remember that Offset determines the distance between the sprite and the rotate point while Orbit determines how many degrees to rotate the sprite around the rotate point.

  18. Now that we have added some embers, lets add some smoke to our fire. We want our smoke to use roughly the same dynamic as the fire, so lets select the fire1 segment, copy and then paste it into our segment list. Then rename this segment to smoke1.

  19. Now add this material to the Sprite Tab: gfx/effects/smoke/cloud_alpha2

  20. Move to the Alpha Tab and uncheck Blend Alpha and Color since the smoke material is blend, not additive.

  21. From the Origin Tab, we want to start the smoke a bit higher so that the particles start more towards the top of the flame, rather than at the base mixed with the fire. Set 25 min, 40 max for the Forward origin on the smoke segment.

  22. The smoke looks a bit too white and opaque, so lets fix that now. Move to the Color Tab and set a medium greyish/brown color for the start value. Change the Envelope to Linear and set an end color of black. This will transition the smoke particles from grey to black.

  23. Now move to the Alpha Tab and change the table from fastinslowout to cosine. This will make the smoke transitions smoother rather than start fast and fade slow. Change the end value to 0.6 while you are here as well to make the smoke less opaque.

  24. With the smoke segment in place, we can turn our attention to some last minute details with the fire. In order to make more realistic looking fire you need to use more than one fire source image in your effect. Lets copy our fire1 segment and paste it again. This time, select the segment and hit CTRL + [ twice to move it down in the Z order with the other fire segment.

  25. We can change the material to: gfx/effects/fire/fire2a on the Sprite Tab to see how adding a second fire image makes our fire look more realistic. The interplay between various additive materials is important to many effects.

  26. At this point, our basic fire effect is complete. You can adjust size, lifetimes and origins to make larger and smaller versions of this effect.

To see some a more advanced fire effect, load effects/fire/column_128. This effect uses multiple fire images, embers and smoke to build up a more complex fire effect. It utilizes heathaze shaders to warp the image around the fire as well as an animated strip of fire. An animated strip is an advanced material that is one image consisting of different frames of images.

Effect Creation Walkthrough (last edited 2005-11-09 20:28:55 by MattVainio)

+

This is a step by step guide to creating a simple fire effect.

Remember that once you have added a segment to an effect you can use binds with editfx_play and editfx_playlooping to test the effect. This document assumes that after adding one segment you start playing the effect looping on a ground surface in a test map. As the effect is changed in the editor, the looping effect in the world will update.


  1. Open the FXEditor with the +editfx console command.

  2. Click File>New or hit CTRL + N.

  3. Right click inside the Segment window and click Insert>Sprite.

  4. Click the Sprite Tab and in the material field (where it says '_material') enter a path to your fire image shader. In our case, it will be: gfx/effects/fire/fire4a

  5. Go to the Motion Tab and clear out the existing Forward/Left/Up values. Replace them with a Forward range of 10 min, 50 max. Left of -5 min, 5 max, Up -5 min, 5 max. Make sure to give the Sprites a negative gravity value of -0.05 so they rise realistically.

  6. Click the Size Tab and give your sprite particles a size range of 15 min, 30 max for both height and width. Make sure to check Linear Distribution

  7. Go to the Rotate Tab and give the segment a 0 min, 360 max value for start rotation. On the dropdown box for Envelope, select a Linear table. Hint: Hit the L key with the dropdown box selected to hop to the first Table that starts with the letter L. For the end rotation values, set -90 min and 90 max. Make sure to select End Relative to Start.

  8. Click the Alpha Tab and select an envelope for alpha fading. I recommend fastinslowout. This table is similar to cosine except the alpha ramps up quickly and fades slowly. Set a start value of 0, and an end value of 1. Make sure you check Blend Alpha and Color As the fire shader we are using is an additive blend.

  9. The fire is starting to take shape. Go to the Emitter Tab and increase the count to 10 from 5.

  10. Go to the Origin Tab. Add Left and Up min/max values of -15, 15 so that the sprites will not spawn in the exact same location. You can leave Forward at 0 so that all fire particles spawn on the same surface. Make sure the distribution is Sphere or Cylinder for even and realistic coverage.

  11. Lets add some embers to our fire. Create a new Sprite segment and add this material to the Sprite Tab: gfx/effects/energy_sparks/spark3 Remember that you can right-click on a selected segment and click Rename so each segment you create has a more memorable name. Try renaming the fire segment to fire1 and this new embers segment to embers.

  12. Go to the Motion Tab on the embers segment and set the Motion to 10 min 20 max for Forward. Set left/up values to be 0. This is in preparation for using Orbit and Offset. Give the embers segment the same gravity as the fire, -0.05.

  13. Lets spawn the embers in a Cylinder origin all around the fire. Do this by setting values of -25 min, 25 max for Forward, Left and Up. Also select Cylinder distribution.

  14. Setup the Alpha to use a Cosine table with a start value of 0 and an end value of 1.

  15. Move to the Size Tab and set a min size of 0.5 and a max size of 2. Linear Distribution checked again, these values apply to both Height and Width.

  16. Now lets adjust the Offset so that spawning embers will have random wiggly Orbits simulating real fire embers. On the Offset tab, set a min of -10 and a max of 10 for Forward, Left and Up.

  17. Click the Orbit tab and enter 0 min 360 max for the Start values for Roll, Yaw and Pitch. Select a Linear Table Envelope and set the End values to -120 min, 120 max. Different Orbit values will lead to different results. Try setting values of -360 min, 360 max to see how the embers orbit faster and more randomly. You can also increase the Offset values for a similar effect. Remember that Offset determines the distance between the sprite and the rotate point while Orbit determines how many degrees to rotate the sprite around the rotate point.

  18. Now that we have added some embers, lets add some smoke to our fire. We want our smoke to use roughly the same dynamic as the fire, so lets select the fire1 segment, copy and then paste it into our segment list. Then rename this segment to smoke1.

  19. Now add this material to the Sprite Tab: gfx/effects/smoke/cloud_alpha2

  20. Move to the Alpha Tab and uncheck Blend Alpha and Color since the smoke material is blend, not additive.

  21. From the Origin Tab, we want to start the smoke a bit higher so that the particles start more towards the top of the flame, rather than at the base mixed with the fire. Set 25 min, 40 max for the Forward origin on the smoke segment.

  22. The smoke looks a bit too white and opaque, so lets fix that now. Move to the Color Tab and set a medium greyish/brown color for the start value. Change the Envelope to Linear and set an end color of black. This will transition the smoke particles from grey to black.

  23. Now move to the Alpha Tab and change the table from fastinslowout to cosine. This will make the smoke transitions smoother rather than start fast and fade slow. Change the end value to 0.6 while you are here as well to make the smoke less opaque.

  24. With the smoke segment in place, we can turn our attention to some last minute details with the fire. In order to make more realistic looking fire you need to use more than one fire source image in your effect. Lets copy our fire1 segment and paste it again. This time, select the segment and hit CTRL + [ twice to move it down in the Z order with the other fire segment.

  25. We can change the material to: gfx/effects/fire/fire2a on the Sprite Tab to see how adding a second fire image makes our fire look more realistic. The interplay between various additive materials is important to many effects.

  26. At this point, our basic fire effect is complete. You can adjust size, lifetimes and origins to make larger and smaller versions of this effect.

To see some a more advanced fire effect, load effects/fire/column_128. This effect uses multiple fire images, embers and smoke to build up a more complex fire effect. It utilizes heathaze shaders to warp the image around the fire as well as an animated strip of fire. An animated strip is an advanced material that is one image consisting of different frames of images.

Effect Creation Walkthrough (last edited 2005-11-09 20:28:55 by MattVainio)

diff --git a/quake4/FXEditor_Tab_-_Emitter.html b/quake4/FXEditor_Tab_-_Emitter.html index 25368e5..4640577 100644 --- a/quake4/FXEditor_Tab_-_Emitter.html +++ b/quake4/FXEditor_Tab_-_Emitter.html @@ -189,7 +189,7 @@ actionsMenuInit('More Actions:');

Start time

Count

-

+

Duration

Spawn Simultaneously

diff --git a/quake4/FXEditor_Tab_-_Length.html b/quake4/FXEditor_Tab_-_Length.html index 9b1c9ab..514081c 100644 --- a/quake4/FXEditor_Tab_-_Length.html +++ b/quake4/FXEditor_Tab_-_Length.html @@ -199,7 +199,7 @@ actionsMenuInit('More Actions:');

End - Up – Min/max

Use end Origin

-

FXEditor Tab - Length (last edited 2005-11-04 00:36:35 by MattVainio)

+

FXEditor Tab - Length (last edited 2005-11-04 00:36:35 by MattVainio)

diff --git a/quake4/FXEditor_Tab_-_Sprite.html b/quake4/FXEditor_Tab_-_Sprite.html index 13ce8b4..a7c9087 100644 --- a/quake4/FXEditor_Tab_-_Sprite.html +++ b/quake4/FXEditor_Tab_-_Sprite.html @@ -187,7 +187,7 @@ actionsMenuInit('More Actions:');

This tab controls the lifetime of the sprite, the material used by the sprite and whether it should play any effects upon it’s lifetime ending. This tab is named Line for a line segment.


Live Forever

-

+

Lifetime

Material

diff --git a/quake4/FX_Entity_Editor.html b/quake4/FX_Entity_Editor.html index 2269afc..fac7711 100644 --- a/quake4/FX_Entity_Editor.html +++ b/quake4/FX_Entity_Editor.html @@ -196,7 +196,7 @@ actionsMenuInit('More Actions:');

Other entity settings

Looping

-

+

Start On

Remove

diff --git a/quake4/Font_Information.html b/quake4/Font_Information.html index f26dc11..bb735bb 100644 --- a/quake4/Font_Information.html +++ b/quake4/Font_Information.html @@ -186,13 +186,13 @@ actionsMenuInit('More Actions:');
-

GUIs in Quake4 use Truetype fonts (*.ttf) converted into *.tga images along with a font data file (*.fontdat) that describes where within the *.tga every character resides. These *.tga files can be edited in any standard image editing software that allows Alpha Channel editing. The characters are all located in this Alpha Channel.

Quake 4 uses three font point sizes, which one it chooses to use is dependent on the Text Scale attribute of the specified windowDef. The three font point sizes are: 12, 24 and 48. Below is a chart relating to textscale and which point size will be used.

+

GUIs in Quake4 use Truetype fonts (*.ttf) converted into *.tga images along with a font data file (*.fontdat) that describes where within the *.tga every character resides. These *.tga files can be edited in any standard image editing software that allows Alpha Channel editing. The characters are all located in this Alpha Channel.

Quake 4 uses three font point sizes, which one it chooses to use is dependent on the Text Scale attribute of the specified windowDef. The three font point sizes are: 12, 24 and 48. Below is a chart relating to textscale and which point size will be used.

textscale less than or equal to 0.3

- + - +

textscale less than or equal to 0.3

12

textscale larger than 0.3 and 0.6 or less.

textscale larger than 0.3 and 0.6 or less.

24

textscale larger than 0.6

textscale larger than 0.6

48

A single font can have more than one *.tga attached to it, depending on the export size of the character and how many characters are in the font. Example font file names from Quake 4:

marine_12.fontdat
diff --git a/quake4/Guidelines_for_GUI_Editing_and_Creation.html b/quake4/Guidelines_for_GUI_Editing_and_Creation.html
index 0f73b8b..65bbf5e 100644
--- a/quake4/Guidelines_for_GUI_Editing_and_Creation.html
+++ b/quake4/Guidelines_for_GUI_Editing_and_Creation.html
@@ -186,7 +186,7 @@ actionsMenuInit('More Actions:');
 
  • Use generalized animations to do basic, repeatable functions in your GUIs. For example, if you're using popups in your menu, create a single animation or named event that brings the generic popup graphics up, and then set a desktop float that will be checked in an if statement to determine which message to show on top of it.
  • Organize your GUIs and use the parent-child relationship of nested windowDefs to keep things organized. For example, if you have several animation windowDefs, house them all under a parent windowDef marked "p_anims" or something similar.

  • If you plan to resize windowDefs through transitions frequently, it's helpful to create an invisible windowDef that is sized to the new size and then using this windowDef in your transition command accordingly, where "window1_newsize" is the invisible windowDef:

        transition "window1::rect" "$window1::rect" "$window1_newsize::rect" "250" ;
-
  • If your menus get large, it's helpful to create a few reset animations or named events that sets everything in a particular group of windowDefs back to a default value. For example, you may want to reset a screen of buttons back to an unhighlighted default state.

  • Use animations when you know you need something to happen over time steps. Use named events when you just want to set properties instantly.

  • Statements in a script in the GUI system are executed simultaneously. If you want certain steps to happen before others, you must use an animation.
  • Avoid calling named events or using the set "cmd" or consoleCmd statements in animations. If a frame gets dropped and your command or named event call is in that frame, it won't be executed and will break the GUI.
  • If your GUIEditor crashes when you try to load a GUI, it's probably because of an error in your scripting. The most common culprits are brace errors or bad if statements. Since the GUIEditor lacks an error feedback system, it's best to save different versions of your gui files in case one becomes corrupted. Try to remember which area you were working in and if possible use an advanced editor such as Ultra Edit so that you can compare files against each other to spot differences that might have caused the crash/corruption.

  • It's possible to use math statements in your Desktop header and element properties to achieve certain effects, such as dynamic placement. For examples of this, look at scoreboard.gui and mpmain.gui. But be careful! The GUIEditor has been known to corrupt Desktop headers with math statements in them if you open the Desktop scripting window in the editor. Saving a copy of your Desktop header to copy and paste in if this happens is usually helpful.

Example, A desktop header script such as this:

windowDef Desktop
+
  • If your menus get large, it's helpful to create a few reset animations or named events that sets everything in a particular group of windowDefs back to a default value. For example, you may want to reset a screen of buttons back to an unhighlighted default state.

  • Use animations when you know you need something to happen over time steps. Use named events when you just want to set properties instantly.

  • Statements in a script in the GUI system are executed simultaneously. If you want certain steps to happen before others, you must use an animation.
  • Avoid calling named events or using the set "cmd" or consoleCmd statements in animations. If a frame gets dropped and your command or named event call is in that frame, it won't be executed and will break the GUI.
  • If your GUIEditor crashes when you try to load a GUI, it's probably because of an error in your scripting. The most common culprits are brace errors or bad if statements. Since the GUIEditor lacks an error feedback system, it's best to save different versions of your gui files in case one becomes corrupted. Try to remember which area you were working in and if possible use an advanced editor such as Ultra Edit so that you can compare files against each other to spot differences that might have caused the crash/corruption.

  • It's possible to use math statements in your Desktop header and element properties to achieve certain effects, such as dynamic placement. For examples of this, look at scoreboard.gui and mpmain.gui. But be careful! The GUIEditor has been known to corrupt Desktop headers with math statements in them if you open the Desktop scripting window in the editor. Saving a copy of your Desktop header to copy and paste in if this happens is usually helpful.

Example, A desktop header script such as this:

windowDef Desktop
 {
         rect    0,0,640,480
         visible 1
diff --git a/quake4/Notes_about_Origins.html b/quake4/Notes_about_Origins.html
index 6a253ba..1602b3a 100644
--- a/quake4/Notes_about_Origins.html
+++ b/quake4/Notes_about_Origins.html
@@ -187,7 +187,7 @@ actionsMenuInit('More Actions:');
 

The Origin tab can control more than the bounds in which sprites and lines spawn.

Example: An effect was needed where sprites moved outward from a center point. You could set values under Motion for Left and Up, but this would create a square shape when viewed from the top.
-

To get around this, apply motion only in the forward axis and use Origin to adjust where the forward axis is. This can be accomplished by Generating the normal from effect origin of an effect segment and selecting Spawn on Surface of a shape such as a cylinder or sphere. Depending on the size of the origin min/max bounds, the sprite particles will emit from what appears to be a bubble or from a point. If the origin bounds are very small, it will appear as though the sprites are emitting from a single point.

This same technique can be used with lines, and will give them a direction to point in. A good example is effects/weapons/machinegun/impact_default.fx. The side_streaks segment uses a cylinder origin with Spawn on Surface checked. Giving the Origin only a min value for in the forward axis ensures a consistent angle forward, while a range of left and up values ensure a random selection around the circumference of the cylinder. As the forward value grows larger in relation to the left and up values, the angle of the line segments grows steeper. As the forward value grows smaller in relation to the left and up values, the angle of the line segments grows shallower. (Note on the machinegun effect: Since the forward origin value is –0.2, Invert Normals is checked so the lines point the proper direction.)

A good way to achieve the angle you are looking for is to make sure your particle count is high temporarily so it’s easier to see what is going on. Remember that once you find your angle, you can adjust the numbers down to decimal values so that the angle is projected from a single point.

Example: Forward value of 5, Left and Up min/max values of –10/10.  This will generate a cylinder 5 units tall with a diameter of 10 units. If you wish this effect to emit from a point, drop the values to: Forward 0.05 and Left/Up min/max –0.1/0.1
+

To get around this, apply motion only in the forward axis and use Origin to adjust where the forward axis is. This can be accomplished by Generating the normal from effect origin of an effect segment and selecting Spawn on Surface of a shape such as a cylinder or sphere. Depending on the size of the origin min/max bounds, the sprite particles will emit from what appears to be a bubble or from a point. If the origin bounds are very small, it will appear as though the sprites are emitting from a single point.

This same technique can be used with lines, and will give them a direction to point in. A good example is effects/weapons/machinegun/impact_default.fx. The side_streaks segment uses a cylinder origin with Spawn on Surface checked. Giving the Origin only a min value for in the forward axis ensures a consistent angle forward, while a range of left and up values ensure a random selection around the circumference of the cylinder. As the forward value grows larger in relation to the left and up values, the angle of the line segments grows steeper. As the forward value grows smaller in relation to the left and up values, the angle of the line segments grows shallower. (Note on the machinegun effect: Since the forward origin value is –0.2, Invert Normals is checked so the lines point the proper direction.)

A good way to achieve the angle you are looking for is to make sure your particle count is high temporarily so it’s easier to see what is going on. Remember that once you find your angle, you can adjust the numbers down to decimal values so that the angle is projected from a single point.

Example: Forward value of 5, Left and Up min/max values of –10/10.  This will generate a cylinder 5 units tall with a diameter of 10 units. If you wish this effect to emit from a point, drop the values to: Forward 0.05 and Left/Up min/max –0.1/0.1
 

Sample Origin values and visual description.


diff --git a/quake4/OrphanedPages.html b/quake4/OrphanedPages.html deleted file mode 100644 index 5bf3e7d..0000000 --- a/quake4/OrphanedPages.html +++ /dev/null @@ -1,241 +0,0 @@ - - - - - - -OrphanedPages - Quake 4 SDK Documentation - - - - - - - - - - - - - - - - - - - - - - - - - - -

- - - - - - - - diff --git a/quake4/PageSize.html b/quake4/PageSize.html deleted file mode 100644 index 2e94bef..0000000 --- a/quake4/PageSize.html +++ /dev/null @@ -1,241 +0,0 @@ - - - - - - -PageSize - Quake 4 SDK Documentation - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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  401.   1303 AideDesPrésentations/900 Enfin : présenter vos transparents
  402.   1301 FindSide
  403.   1299 Debugging
  404.   1291 查找网页
  405.   1291 ModificationsRécentes
  406.   1289 SökSida
  407.   1276 Wikiホームページ
  408.   1269 ProverbesEtCitations
  409.   1268 SeiteFinden
  410.   1267 SystemPagesInNorwegianBokmalGroup
  411.   1261 WikiCourse/BasicIntroductionHandOut
  412.   1258 WikiSchulung/BasisEinführung/200 Wikiquette
  413.   1257 RecenteWijzigingen
  414.   1252 Contact
  415.   1251 GalletasDeLaFortuna
  416.   1251 PáginaDeTeste
  417.   1246 站点导航
  418.   1245 CambiosRecientes
  419.   1242 最新改动
  420.   1237 WikiWikiNavn
  421.   1237 FXEditor
  422.   1236 WikiSchulung/BasisEinführung/090 Der Editor
  423.   1234 CastelliDiSabbia
  424.   1234 HelpForDevelopers
  425.   1227 WikiCourse/BasicIntroduction/000 What is a Wiki?
  426.   1213 FXEditor Tab - Length
  427.   1210 帮助-放映幻灯片/900 最后: 放映开始
  428.   1202 ZnajdźStronę
  429.   1199 AideDesPrésentations/100 Créer les transparents
  430.   1190 DebugHud
  431.   1190 UusimmatMuutokset
  432.   1187 维基个人网页
  433.   1184 OstatnieZmiany
  434.   1183 HjälpMedAdministration
  435.   1181 WikiWikiHáló
  436.   1180 HilfeFürEntwickler
  437.   1179 网页分类
  438.   1177 NaćiStranicu
  439.   1176 EtsiSivu
  440.   1173 帮助-放映幻灯片/100 创建幻灯片
  441.   1171 WikiSchulung/BasisEinführung/060 Wie finde ich mich zurecht?
  442.   1171 WegWeiser
  443.   1170 PutoKazi
  444.   1169 HilfeZuTrennlinien
  445.   1166 AideDesPrésentations/000 Introduction
  446.   1164 NavigaIlSito
  447.   1162 尋找頁面
  448.   1160 ExplorerCeWiki
  449.   1147 CategorieCategorie
  450.   1145 HjälpMedLinjering
  451.   1142 FXEditor Tab - Rotate
  452.   1138 WikiSchulung/BasisEinführung/050 Das erste Mal
  453.   1137 WikiCourse/BasicIntroduction/110 Headlines and Paragraphs
  454.   1134 NawigacjaSerwisu
  455.   1134 VeiViser
  456.   1134 MissingHomePage
  457.   1133 AiutoSuLineeOrizzontali
  458.   1130 HelpOnTemplates
  459.   1128 HelpOnAdministration
  460.   1127 HilfeZurAdministration
  461.   1126 WegWijzer
  462.   1126 AideDesFiletsHorizontaux
  463.   1122 AiutoSuAmministrazione
  464.   1121 SenasteÄndringar
  465.   1117 FortuneCookies
  466.   1111 ВикПерсона
  467.   1109 SøkeSide
  468.   1094 SiteNavigering
  469.   1091 本站導覽
  470.   1090 WikiCourse/BasicIntroduction/200 Wikiquette
  471.   1086 RecentChanges
  472.   1083 最新更動
  473.   1079 KategorieKategorie
  474.   1078 GUIEditor
  475.   1072 HelpOnInstalling/AolServer
  476.   1071 NavegaçãoDoSite
  477.   1066 KategorijaKategorija
  478.   1065 Xslt版本信息
  479.   1064 XsltVerzija
  480.   1050 VersionXslt
  481.   1050 帮助-横线
  482.   1046 SenesteRettelser
  483.   1045 帮助-放映幻灯片/000 前言
  484.   1044 FXEditor Tab - Motion
  485.   1043 WikiSandKasse
  486.   1038 WikiSchulung/BasisEinführung/180 Makros
  487.   1036 FindPage
  488.   1035 WikiCourse/BasicIntroduction/091 Tips on the Editor
  489.   1035 AnvändarInställningar
  490.   1034 ScriptEvent getTime
  491.   1033 WikiCourse/BasicIntroduction/191 Creating new Pages
  492.   1032 CategoryCategory
  493.   1031 WikiSchulung/BasisEinführung/195 Aktionen
  494.   1030 Xslt版本
  495.   1024 KategoriKategori
  496.   1018 LinuxSDK
  497.   1017 WikiCourse/BasicIntroduction/090 The Editor
  498.   1012 KlasseKlasse
  499.   1004 ModificheRecenti
  500.    997 SystemPagesSetup
  501.    996 ScriptFiles
  502.    988 WikiCourse/BasicIntroduction/050 First Steps
  503.    987 ScriptEvent println
  504.    986 Wiki名
  505.    977 KategorieHomepage
  506.    972 WikiSchulung/BasisEinführung/150 Tabellen
  507.    965 HelpOnConfiguration/UserPreferences
  508.    965 名言警句
  509.    964 WikiCourse/BasicIntroduction/060 How do I navigate?
  510.    960 KeresőLap
  511.    957 LevelEditor
  512.    955 WikiSchulung/BasisEinführung/210 Organisation und Struktur
  513.    947 קטגוריה קטגוריה
  514.    938 ÚjabbVáltozások
  515.    935 FXEditor Tab - Alpha
  516.    929 ArtExamples
  517.    920 FXEditor Tab - Physics
  518.    919 KlasseHjemmeside
  519.    918 HelpOnSlideShows/100 Creating the slides
  520.    913 WikiHomePage
  521.    911 SiteNavigation
  522.    908 HomepageImWiki
  523.    906 HelpOnSlideShows/900 Last but not least: Running your presentation.
  524.    905 WikiHjemmeside
  525.    902 CatégoriePagePersonnelle
  526.    901 存在しないページ
  527.    901 HelpOnRules
  528.    894 XsltVersion
  529.    893 HilfeZuSmileys
  530.    888 HelyiNavigáció
  531.    888 FehlendeSeite
  532.    887 WikiSchulung
  533.    875 VikiHomePage
  534.    873 НетСтраницы
  535.    869 MudançasRecentes
  536.    861 ВикИмя
  537.    860 WikiThuisblad
  538.    859 WikiCourse/BasicIntroduction/180 Macros
  539.    853 HelpOnInstalling/WikiFarm
  540.    851 HelpOnSuperUser
  541.    849 שינויים אחרונים
  542.    832 קטגוריה דף בית
  543.    830 DefinitionFileExamples
  544.    825 WikiCourse/BasicIntroduction
  545.    821 维基好坏说
  546.    819 PageInexistante
  547.    818 תבנית דף בית
  548.    817 幻灯讲义模板
  549.    816 WikiSchulung/BasisEinführung/130 Listen
  550.    815 AiutoSuFaccine
  551.    814 OldUpdates
  552.    814 需要网页
  553.    810 DownloadableContent
  554.    809 CategorieThuisblad
  555.    808 KategorijaHomepage
  556.    808 Wiki個人首頁
  557.    807 HelpOnSlideShows/000 Introduction
  558.    803 WikiCourse/BasicIntroduction/195 Actions
  559.    799 ManglendeSide
  560.    796 ScriptError UnknownValueError
  561.    790 NieistniejącaStrona
  562.    788 KategoriHjemmeside
  563.    788 WikiCourse/BasicIntroduction/210 Organisation and Structure
  564.    785 タイトルインデックス
  565.    784 WikiNome
  566.    780 DefinitionFile
  567.    775 単語インデックス
  568.    770 WikiSchulung/BasisEinführung/900 Übung
  569.    769 WikiCourse/BasicIntroduction/150 Tables
  570.    768 АлфавитныйУказатель
  571.    761 HjälpMedSmilisar
  572.    757 SystemObject
  573.    756 ПредметныйУказатель
  574.    747 维基链接名
  575.    744 FXEditor Tab - Electricity
  576.    744 帮助索引
  577.    736 דף חסר
  578.    731 ScriptEvent spawn
  579.    721 תבנית דף קטגוריה
  580.    719 不存在本頁
  581.    716 WikiHonlap
  582.    712 IndeksStranica
  583.    711 ヘルプインデックス
  584.    705 IkkeEksisterendeSide
  585.    701 Entity FuncElevator
  586.    698 ExampleMaps
  587.    698 幻灯放映模板
  588.    697 VikiIme
  589.    691 TittelIndeks
  590.    689 FXEditor Tab - Trail
  591.    688 StartSide
  592.    688 KineskiKolačićiŽelja
  593.    687 MissingPage
  594.    681 NedostajućaStranica
  595.    681 ПомощьПоПорядку
  596.    677 NombreWiki
  597.    675 WikiCourse
  598.    675 IndexDesTitres
  599.    675 OntbrekendePagina
  600.    675 NomeWiki
  601.    672 WikiCourse/BasicIntroduction/900 Exercises
  602.    669 标题索引
  603.    666 词汇索引
  604.    664 ConsoleCommand ReloadScript
  605.    659 PuuttuvaSivu
  606.    655 每日小格言
  607.    653 WikiCourse/BasicIntroduction/130 Lists
  608.    653 OrdIndeks
  609.    653 IndeksTytułów
  610.    652 IndexDesTermes
  611.    649 个人网页类
  612.    643 ページヒット
  613.    640 OrdRegister
  614.    639 WikiNamn
  615.    639 TitelListe
  616.    639 废弃网页
  617.    637 IndeksReči
  618.    637 IndiceDeiTitoli
  619.    636 IndexVanTitels
  620.    634 WikiNavn
  621.    633 WikiNaam
  622.    632 TitelRegister
  623.    627 TitelIndex
  624.    627 待建网页
  625.    625 FXEditor Tab - Offset
  626.    624 IndeksSłów
  627.    622 ÍndicePorTítulos
  628.    618 БрошенныеСтраницы
  629.    618 EtterspurteSider
  630.    618 PopularitéDesPages
  631.    617 Wiki名稱
  632.    617 GeluksKoekjes
  633.    616 PagesOubliées
  634.    616 IndexDeL'Aide
  635.    614 ÍndiceDeTítulos
  636.    613 IndicePerParola
  637.    612 ÖvergivnaSidor
  638.    612 VersãoXslt
  639.    612 FXEditor Tab - Color
  640.    610 EfterladteSider
  641.    609 IndexVanWoorden
  642.    609 网页流量
  643.    606 PagineAbbandonate
  644.    605 HilfeZuProzessoren
  645.    605 个人网页模板
  646.    602 OrdListe
  647.    600 XsltVáltozat
  648.    600 IndeksPomocy
  649.    598 WortIndex
  650.    595 ZapušteneStranice
  651.    595 標題索引
  652.    593 SlideShowHandOutTemplate
  653.    592 見捨てられたページ
  654.    587 幻灯片模板
  655.    586 帮助模板
  656.    581 帮助-笑脸
  657.    581 AiutoIndice
  658.    580 統計情報
  659.    580 事件统计
  660.    576 ÍndiceDePalavras
  661.    575 НенаписанныеСтраницы
  662.    574 网页大小
  663.    574 随机网页
  664.    573 詞彙索引
  665.    573 AufgegebeneSeiten
  666.    573 ScriptError RunawayLoopError
  667.    570 UtdaterteSider
  668.    566 РазмерыСтраниц
  669.    564 HändelseStatistik
  670.    563 GewenstePaginas
  671.    562 GesuchteSeiten
  672.    561 FöräldrarlösaSidor
  673.    561 孤立网页
  674.    555 MakeAMod
  675.    553 Statistiques
  676.    553 מוין מוין
  677.    552 VerlatenPaginas
  678.    548 HelpOnSmileys
  679.    548 作成が必要なページ
  680.    548 PagesÀCréer
  681.    546 LeçonDeWiki/BrèveIntroduction/210 Organisation et structure
  682.    544 StatistikaDogađaja
  683.    543 PagesAuHasard
  684.    543 ОдинокиеСтраницы
  685.    542 LeçonDeWiki/BrèveIntroduction/110 Titres et paragraphes
  686.    541 ContagemDeAcesso
  687.    540 未定義頁
  688.    539 HjælpSkabelon
  689.    538 DesktopEdition
  690.    538 HjälpMall
  691.    537 リンクされていないページ
  692.    537 ŽeljeneStranice
  693.    537 ØnskedeSider
  694.    536 SlumpvisSida
  695.    535 SlučajnaStranica
  696.    534 ページサイズ
  697.    534 GameCode
  698.    533 WillekeurigePagina
  699.    533 ÖnskadeSidor
  700.    533 Entity TargetNull
  701.    533 AiutoModello
  702.    532 SideStørrelse
  703.    531 ForeldreløseSider
  704.    531 HilfeZuDiaShow
  705.    530 LeçonDeWiki/BrèveIntroduction/060 Comment parcourir un Wiki
  706.    530 遺棄頁面
  707.    530 LeçonDeWiki/BrèveIntroduction/191 Créer de nouvelles pages
  708.    528 VerwaisteSeiten
  709.    528 VerweesdePaginas
  710.    527 ארגז החול
  711.    526 帮助-其他/常见问题解答
  712.    526 HilfeIndex
  713.    525 PaginePerDimensione
  714.    525 事件统计/用户代理
  715.    525 TailleDesPages
  716.    524 СтраницаНаугад
  717.    524 NapušteneStranice
  718.    524 事件統計
  719.    524 LeçonDeWiki/BrèveIntroduction/000 Qu'est ce qu'un Wiki ?
  720.    523 ランダムページ
  721.    523 PaginaGrootte
  722.    523 SidStorlek
  723.    522 事件统计/访问量
  724.    522 VeličinaStranica
  725.    520 TilfældigSide
  726.    519 PagesOrphelines
  727.    518 說明-排版
  728.    517 PagineAssenti
  729.    517 PagineOrfane
  730.    516 LeçonDeWiki/BrèveIntroduction/050 Premiers pas
  731.    516 LeçonDeWiki/BrèveIntroduction/100 Balisage du texte
  732.    515 SeitenGröße
  733.    514 HjemmesideSkabelon
  734.    514 LeçonDeWiki/BrèveIntroduction/200 Étiquette
  735.    514 SideStørrelsen
  736.    514 LeçonDeWiki/BrèveIntroduction/090 L'éditeur
  737.    513 說明
  738.    512 LeçonDeWiki/BrèveIntroduction/900 Exercices
  739.    512 ScriptEvent waitFrame
  740.    512 AideD'Installation/InternetInformationServer
  741.    511 TilfeldigSide
  742.    511 PaginaPersonaleModello
  743.    510 SystemPagesInCzechGroup
  744.    510 HjälpRegister
  745.    509 ForældreløseSider
  746.    508 HilfeZuLayouts
  747.    508 AideDeConfiguration/FeuillesDeStyleCSS
  748.    508 LeçonDeWiki/BrèveIntroduction/195 Actions
  749.    507 SistemskeInformacije
  750.    506 HjælpListe
  751.    506 LeçonDeWiki/BrèveIntroduction/150 Tables
  752.    506 LeçonDeWiki/BrèveIntroduction/180 Macros
  753.    504 HjemmesideSidemal
  754.    504 LeçonDeWiki/BrèveIntroduction/130 Listes
  755.    502 ZufallsSeite
  756.    502 AideD'Installation/CréerUneInstance
  757.    500 AideD'Installation/ApacheAvecModPython
  758.    498 LeçonWiki/SupportPapierDeBrèveIntroduction
  759.    496 AideD'Installation/InstallationDeBase
  760.    496 AideDeConfiguration/PolitiqueDeSécurité
  761.    496 fs game base
  762.    496 AideD'Installation/ApacheAvecFastCgi
  763.    494 AideD'Installation/ServeurAutonome
  764.    493 系统信息
  765.    492 AideDeConfiguration/CourrierÉlectronique
  766.    492 AideD'Installation/Dépannage
  767.    490 孤立頁面
  768.    490 AideD'Installation/ApacheEtMacOSX
  769.    488 AideD'Installation/ApacheEtLinux
  770.    488 AideD'Installation/ApacheEtWin32
  771.    486 事件統計/瀏覽器
  772.    486 CategoryTemplate
  773.    486 FornavnEtternavn
  774.    485 HilfeZurKonfiguration
  775.    485 事件統計/點擊次數
  776.    484 AideDesInstructionsDeTraitement
  777.    484 LeçonDeWiki/BrèveIntroduction
  778.    483 ScriptEvent wait
  779.    482 AideD'Installation/TwistedWeb
  780.    481 HilfeZurInstallation/InternetInformationServer
  781.    481 頁面大小
  782.    479 TamanhoDaPágina
  783.    479 TitleIndex
  784.    478 PáginasProcuradas
  785.    478 AideD'Installation/WebLogic
  786.    478 PagineCasuali
  787.    477 隨機選頁
  788.    476 HändelseStatistik/AnvändarAgenter
  789.    476 AideDesActions/AttachFile
  790.    475 系統資訊
  791.    474 統計情報/ユーザエージェント
  792.    474 HilfeZurKonfiguration/EmailUnterstützung
  793.    474 HändelseStatistik/TräffAntal
  794.    473 HilfeZurInstallation/BasisInstallation
  795.    472 帮助-语言
  796.    472 統計情報/ヒットカウント
  797.    472 AideDeL'Édition/SousPages
  798.    472 Statistiques/Navigateurs
  799.    470 HilfeZurInstallation/ApacheAufMacOsx
  800.    470 Statistiques/Visites
  801.    470 HilfeZurInstallation/FehlerBehebung
  802.    469 SupportPapierD'UnePrésentationTemplate
  803.    469 ModèleDeSupportPapierD'UnePrésentation
  804.    469 HilfeZurInstallation/ApacheAufWin32
  805.    468 AideDesMacros/Include
  806.    468 AideDeMiseÀJourDePython
  807.    468 MoinMoinVF/DocumentationD'Installation
  808.    468 AideD'Administration
  809.    467 EstatísticasDeEventos
  810.    466 AideDesMacros/MailTo
  811.    464 AideD'EffacementDesPages
  812.    463 MoinMoin/TekstOpmaak
  813.    463 StatistikaDogađaja/KorisničkiAgenti
  814.    461 StatistikaDogađaja/BrojPoziva
  815.    461 SlideShowTemplate
  816.    460 MoinMoin/InstallationsAnleitung
  817.    460 AideDeLaCorrectionOrthographique
  818.    460 AideDesPrésentations
  819.    459 AiutoPerGliSviluppatori
  820.    458 AideDesVerrousD'Édition
  821.    458 AideDeLaRecherche
  822.    458 RésuméDeLaSyntaxe
  823.    458 AideDesTitres
  824.    458 FontExamples
  825.    458 AideDesLangues
  826.    456 AideDesPagesXml
  827.    456 AideDeMiseÀJour
  828.    456 HändelseStatistik/SidStorlek
  829.    456 AideDeConfiguration
  830.    454 HiányzóLap
  831.    454 AideDesAnalyseurs
  832.    454 AideDesProcesseurs
  833.    454 PáginaAleatória
  834.    454 PageHits
  835.    454 AideDesFrimousses
  836.    453 WordIndex
  837.    452 AideDesThèmes
  838.    452 AideDesMacros
  839.    452 PáginasAbandonadas
  840.    451 システム情報
  841.    450 SysteemInfo
  842.    450 AideDesStyles
  843.    449 InformationsSystème
  844.    448 LeçonDeWiki
  845.    446 SideTreff
  846.    445 EditedSystemPages
  847.    444 PáginasÓrfãs
  848.    443 CategoryHomepage
  849.    439 AutoAdminGroup
  850.    437 HelpOnProcessors
  851.    429 AbandonedPages
  852.    423 עזרה
  853.    401 HelpIndex
  854.    400 Entity FuncFX
  855.    399 עזרה למתחילים
  856.    398 Entity MonsterBerserker
  857.    397 EstatísticasDeEventos/AgentesDeUsuário
  858.    396 EstatísticasDeEventos/ContadorDeHits
  859.    387 WantedPages
  860.    385 InformaçãoDoSistema
  861.    380 HelpTemplate
  862.    378 TamañoDePágina
  863.    375 EventStats
  864.    375 PáginasEsquecidas
  865.    366 PageSize
  866.    357 RandomPage
  867.    353 OpuszczoneStrony
  868.    345 LeçonDeWiki/BrèveIntroduction/091 Astuces pour l'éditeur
  869.    345 מפתח כותרות
  870.    344 PáginaInicial
  871.    343 OrphanedPages
  872.    340 PotrzebneStrony
  873.    324 ArtReference
  874.    323 SlideTemplate
  875.    311 ServerAdmin
  876.    310 EventStats/UserAgents
  877.    309 EventStats/HitCounts
  878.    307 CímJegyzék
  879.    305 OsieroconeStrony
  880.    305 העדפות משתמש
  881.    301 VoorPagina
  882.    298 SystemInfo
  883.    284 SzóJegyzék
  884.    280 תבנית דף ריק
  885.    276 ModèleDePrésentation
  886.    275 PrésentationTemplate
  887.    265 GettingStarted
  888.    259 HilfeTemplate
  889.    258 AnimationExamples
  890.    233 LapTalálatok
  891.    226 ModèleDePagePersonnelle
  892.    191 VéletlenLap
  893.    189 LapMéretek
  894.    184 ScriptErrors
  895.    178 KívántLapok
  896.    168 EseményStatisztika
  897.    161 ElhagyottLapok
  898.    159 ÁrvaLapok
  899.    155 PagePersonnelleTemplate
  900.    150 HomepageTemplate
  901.    149 HomepageVorlage
  902.    134 ThuisbladTemplate
  903.    129 ModèleDePageD'Aide
  904.    129 AideTemplate
  905.    127 EseményStatisztika/WebKliensek
  906.    126 EseményStatisztika/TalálatokSzáma
  907.    125 Sounds
  908.    105 RendszerInfó
  909.    100 TransparentTemplate
  910.    100 ModèleDeTransparent
  911.     50 MoinPagesEditorGroup
  912.     48 ScriptEvent SetWorldOrigin
  913.     48 Hangar2 - Rhodes and planting the bombs
  914.     48 PK4File
  915.     48 InstaGib
  916.     48 ScriptEvent GetWorldOrigin
  917.     48 Entity TriggerOnce
  918.     48 DamageDefinition
  919.     48 Scripting FAQ
  920.     48 HitscanDefinition
  921.     48 HitscanWeapons
  922.     48 MapDefinition
  923.     48 HowToPackageScripts
  924.     48 ModelExportBlock
  925.     48 Network2 - Network Guardian Battle scripting
  926.     48 EntityDefinition
  927.     48 ModelDefinition
  928.     48 ScriptEvent getName
  929.     48 AdvancedScriptTutorial
  930.     48 ModDirectory
  931.     48 Entity FuncMover
  932.     48 MultiplayerEntityDefinitions
  933.     48 ScriptFunction println
  934.     48 PackagingMods
  935.     31 维基教程
  936.     29 LocalBadContent
  937.     27 DeclarationTypes
  938.     26 DefinitionFiles
  939.     23 DeclarationType
  940.     23 Declarations
  941.      9 BogusTestTemplate

PageSize (last modified 2007-04-08 01:53:23)

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Notes

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  • This command will halt execution of the thread it is in for one frame.
  • If you're looking to halt execution of a thread for more than one frame, consider wait instead.

/!\ waitFrame must be included in every for or while loop you use in the script or you'll encounter a Runaway Loop Error.

ScriptEvent waitFrame (last edited 2005-11-01 18:55:36 by JimShepard)

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  • This command will halt execution of the thread it is in for one frame.
  • If you're looking to halt execution of a thread for more than one frame, consider wait instead.

/!\ waitFrame must be included in every for or while loop you use in the script or you'll encounter a Runaway Loop Error.

ScriptEvent waitFrame (last edited 2005-11-01 18:55:36 by JimShepard)

diff --git a/quake4/SystemInfo.html b/quake4/SystemInfo.html deleted file mode 100644 index e13b03a..0000000 --- a/quake4/SystemInfo.html +++ /dev/null @@ -1,242 +0,0 @@ - - - - - - -SystemInfo - Quake 4 SDK Documentation - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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Python Version
2.4.4 (#2, Jan 24 2010, 11:19:18) -[GCC 4.1.2 20061115 (prerelease) (Debian 4.1.1-21)]
MoinMoin Version
Release 1.5.7 [Revision release]
Number of pages
163
Number of system pages
784
Accumulated page sizes
2133.8 KiB
Disk usage of /var/wiki/q4sdk/data/pages/
85.1 MiB
Disk usage of /var/wiki/q4sdk/data/
218.4 MiB
Entries in edit log
1113 (119.8 KiB)
Event log
125.7 MiB
Global extension macros
AbandonedPages, Action, AttachInfo, AttachList, BR, EditTemplates, EditedSystemPages, EmbedObject, FootNote, FullSearch, FullSearchCached, GetText, ImageLink, Include, LikePages, Login, MonthCalendar, Navigation, NewPage, OrphanedPages, PageHits, PageSize, RandomPage, RandomQuote, RecentChanges, ShowSmileys, StatsChart, SystemAdmin, TableOfContents, TeudView, Verbatim, WantedPages
Local extension macros
NONE
Global extension actions
AttachFile, DeletePage, Despam, LikePages, LocalSiteMap, MyPages, PackagePages, RenamePage, RenderAsDocbook, SpellCheck, SubscribeUser, backup, fckdialog, fullsearch, links, login, logout, newpage, rss_rc, sitemap, thread_monitor, titleindex, userprefs
Local extension actions
NONE
Global parsers
CSV, cplusplus, docbook, irc, java, pascal, plain, python, rst, wiki, xslt
Local extension parsers
NONE
Installed processors (DEPRECATED -- use Parsers instead)
NONE
Lupy search
Disabled
Active threads
1

SystemInfo (last modified 2007-04-08 01:53:23)

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This is a list of all group pages grouping system pages of one language each:

If you do a new translation, please add your group page here.

/!\ The first level list for the group must only contain the names of the pages in that group. No English original names, no comments - better put that stuff onto a 2nd-level list item below the 1st-level one. Moin has functions to make use of the group pages, but they do only work if the 1st-level list is "clean". There should be no other 1st-level lists on the pages.

/!\ Please do not translate this page.

SystemPagesGroup (last modified 2007-04-08 01:53:23)

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Notes about Origins[1 attachments]

O

OldUpdates

P

PackagingMods -
PageD'Accueil
PK4File
Placing a GUI In a Map -
PáginaDeInicio -
PáginaInicial -
PáginaPrincipal

Q

Quake4SDK

S

ScriptError RunawayLoopError
ScriptError UnknownValueError @@ -337,21 +333,10 @@ actionsMenuInit('More Actions:');
Sounds
Sounds ShaderCreation
Sounds SoundPlacement[2 attachments] -
StartSeite -
StartSide -
SystemObject -
SystemPagesGroup -
SystemPagesInChineseGroup

T

The Properties of a segment[1 attachments]
Tutorial ScriptEntities

U

Using the FX Editor[1 attachments]
Using the GUIEditor -

V

VoorPagina -

Н

Начало -

פ

פתיחה -

フロントページ -

首頁 -
首页

TitleIndex (last modified 2007-04-08 01:53:23)

diff --git a/quake4/Tutorial_ScriptEntities.html b/quake4/Tutorial_ScriptEntities.html index 01df021..693913b 100644 --- a/quake4/Tutorial_ScriptEntities.html +++ b/quake4/Tutorial_ScriptEntities.html @@ -187,7 +187,7 @@ actionsMenuInit('More Actions:');

The $ Symbol, Entities and You

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Any time you want to reference an entity in script, you need to use it's handle. Handles can be accessed directly, via the $ operator, or through entity variables. Check out the examples

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Any time you want to reference an entity in script, you need to use it's handle. Handles can be accessed directly, via the $ operator, or through entity variables. Check out the examples

Using $ to grab handles

Use a dollar sign $ before the name of an entity to tell the scripting system that this is an entity. If you don’t use the $, the game won’t know what you’re talking about.

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A list of non-existing pages including a list of the pages where they are referred to:

  1. AFDeclaration: Declaration
  2. AFEditor: Declaration
  3. AddingScriptEvents: ScriptFile Events
  4. AdvancedTutorial: ScriptFiles
  5. AjudaAosIniciantes: PáginaPrincipal
  6. AjudaConteúdo: PáginaPrincipal
  7. AlphaTest: ArtReference Q4Shaders Extra Passes
  8. AlphaZeroClamp: ArtReference Q4Shaders Extra Passes
  9. AudioDeclaration: Declaration
  10. AyudaDeContenidos: PáginaDeInicio
  11. AyudaParaPrincipiantes: PáginaDeInicio
  12. BasicTutorial: ScriptFiles
  13. BuscarPágina: PáginaDeInicio
  14. CameraDefinition: Declaration
  15. ClampTable: ArtReference Q4Shaders Tables
  16. ClampTables: ArtReference Q4Shaders Tables
  17. DeveloperMode: ScriptEvent println
  18. Doom3World: Quake4SDK
  19. EMailDeclaration: Declaration
  20. EffectDeclaration: Declaration
  21. Entity AASFlood: LevelEditor Clipping
  22. Entity FuncAASObstacle: LevelEditor Clipping
  23. EntityEvents: ScriptFile Events
  24. GlowParm: ArtReference Q4Shaders Guides
  25. HelpOnInstalling/ApacheOnUnix: SystemPagesInChineseGroup
  26. HelpOnInstalling/StandaloneOnUnix: SystemPagesInChineseGroup
  27. IgnoreAlphatest: ArtReference Q4Shaders Extra Passes
  28. InfoPlayerStart: BasicScriptTutorial
  29. InverseAlpha: ArtReference Q4Shaders Extra Passes
  30. KeyValue: MakeAMod-InstaGib
  31. LevelEditor SPMapDefs: LevelEditor
  32. LevelEditor_MPMapDefs: ServerAdmin
  33. LipsyncDeclaration: Declaration
  34. LocalParm: ArtReference Q4Shaders Guides
  35. MapFile: MakeAMod-InstaGib
  36. MaskAlpha: ArtReference Q4Shaders Extra Passes
  37. MaterialDeclaration: Declaration
  38. MaterialImage: ArtReference Q4Shaders Definitions
  39. MaterialType: ArtReference Q4Shaders Definitions
  40. MaterialTypeDeclaration: Declaration
  41. ModelExportDeclaration: Declaration
  42. NavegaciónDelSitio: PáginaDeInicio
  43. PDADeclaration: Declaration
  44. PgDn: LevelEditor KeyboardShortcuts
  45. PgUp: LevelEditor KeyboardShortcuts
  46. PlaybackDeclaration: Declaration
  47. Q4Base: FXEditor Tab - Sprite
  48. ReferenciaDeSintaxis: PáginaDeInicio
  49. ScriptEvents: ScriptFiles
  50. ScriptUtility: Hub - Repairbot Ambience and the Tetranode, Scripting ScriptsAndEntities
  51. ScriptUtilityFunctions: ScriptFile Events
  52. SkinDeclaration: Declaration
  53. SnapClampTable: ArtReference Q4Shaders Tables
  54. SnapClampTables: ArtReference Q4Shaders Tables
  55. SoundDeclaration: Declaration
  56. SoundTable: ArtReference Q4Shaders Tables
  57. SysObject: ScriptFiles
  58. SystemPagesInBulgarianGroup: SystemPagesGroup
  59. SystemPagesInCroatianGroup: SystemPagesGroup
  60. SystemPagesInIndonesianGroup: SystemPagesGroup
  61. SystemPagesInKoreanGroup: SystemPagesGroup
  62. SystemPagesInLatvianGroup: SystemPagesGroup
  63. SystemPagesInRomanianGroup: SystemPagesGroup
  64. SystemPagesInTurkishGroup: SystemPagesGroup
  65. TableDeclaration: Declaration
  66. TextureParm: ArtReference Q4Shaders Guides
  67. TypeParm: ArtReference Q4Shaders Guides
  68. VariantParm: ArtReference Q4Shaders Guides
  69. VideoDeclaration: Declaration
  70. WindowDefs: Using the GUIEditor
  71. WritingNewScriptEvents: ScriptFile
  72. fs_game_base: ServerAdmin
  73. ПомощьНовичкам: Начало
  74. СправочникПоСинтаксису: Начало
  75. 中文的MoinMoin/字型樣式: SystemPagesInChineseGroup

WantedPages (last modified 2007-04-08 01:53:23)

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This is an index of all words occuring in page titles.

See also:


A | B | C | D | E | F | G | H | I | K | L | M | N | O | P | Q | R | S | T | U | V | W | Н
-Include system pages -

A

AccueilActionsActorAddingAdminAdvancedAlphaAmbienceAndAnimatedAnimationAnimationsArtAuto

B

BasicBattleBenchmarkingBerserkerBlockBy

C

ChangeChineseClippingCodeColorCommandCommunityConceptConsoleContactContentConversionCreatingCreationCreatures

D

DamageDeDebugDebuggingDeclarationDeclarationsDefDefaultDefinevec4DefinitionDefinitionsDefsDemosDifficultyDirectoryDownloadDownloadable

E

EditingEditorEffectEffectsElectricityElevatorEmitterEntitiesEntityEnvelopesErrorErrorsEventEventsExampleExamplesExportExtra

F

FarmFileFilesFlagsFloatsFontFontsForFrameFuncFunction

G

GameGetGettingGibGroupGuardianGuidelinesGuides

H

Hangar2HelpHitscanHowHubHud

I

InInformationInicialInicioInstaInstallingIs

K

K4Keyboard

L

LengthLevelLinuxListLoadingLoop

M

MakeMapMapsModModelModelsModsMonsterMotionMoverMultiplayer

N

NameNamedNetworkNetwork2NotesNull

O

ObjectOffsetOldOnOnceOrbitOriginOrigins

P

PackagePackagingPagePagesPaginaParmsPassesPerformancePhysicsPlacementPlacingPrincipalPropertiesPágina

Q

Q4QuakeQuake4

R

ReferenceReloadRepairbotResourcesRhodesRoomRotateRunaway

S

ScriptScriptingScriptsSeiteServerSetSettingsShaderShadersShortcutsSideSizeSkinSoundSoundsSpawnerSpecularSpriteStartStartedStripsSyntaxSystem

T

TabTablesTargetTethersTetranodeTexturesTheTimeToTrailTriggerTroubleshootingTutorialTypeTypes

U

UnknownUpdatesUsing

V

ValueVariableVariablesViewVoor

W

WalkthroughWeaponsWikiWorld

Н

Начало

WordIndex (last modified 2007-04-08 01:53:23)

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