ef2-ubertools-gdk/Documentation/content/fakk2_ingameutils.html

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UberTools GDK
<div class="menutitle" onclick="SwitchMenu('sub0')">&raquo; Introduction &amp; Contents</div>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="../start.html">Introduction</a><br>
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<br>Level Design<br>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
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<td valign="top" width="533"><p class="header"><br>
Description of Menus and In-Game Utilities</p>
<p class="subheader">Utilities</p>
<p>The utilities specified below are invoked at the console. Simply type
the command specified and the utility will execute.</p>
<ul type="square">
<li><b>notepad</b><br>
This is a basic text editor. It can be used to edit documents while
in the game. If no filename is specified, then an empty file will be
created. You will have to specify a filename the first time you try
to save the file.<br>
<br>
</li>
<li><b>editscript</b><br>
This is a shortcut for notepad. It will load the script for the currently
loaded map.<br>
<br>
</li>
<li> <b>maplist</b><br>
This dialog box opens up a listing of the maps directory. Double clicking
on a map will load the map. Double clicking on a directory name will
traverse into that directory and show the maps there.<br>
<br>
</li>
<li> <b>soundpicker</b><br>
This dialog box is similar to the maplist command, but it is used for
playing sounds.</li>
</ul>
<p class="subheader">Menus</p>
<p>Menus are invoked a couple of different ways. The command</p>
<blockquote>
<p class="menu">pushmenu &lt;menuname&gt;</p>
</blockquote>
<p>will push the menu specified onto the stack of menus. The command </p>
<blockquote>
<p class="menu">togglemenu &lt;menuname&gt;</p>
</blockquote>
<p>will toggle the menu that is specified (i.e. if it&#8217;s open, it will
be close, and if it&#8217;s closed it will be opened). </p>
<p>Most level designers/artists bind the command to a function key. For
example:</p>
<blockquote>
<p class="menu"> bind f1 &#8220;togglemenu animate2&#8221;</p>
</blockquote>
<p>All the menus in the ui directory are loaded when the game is started.
To see a list of all the menus that are available type &#8216;listmenus&#8217;
at the console.</p>
<p>Here is a list and description of the menus that are currently used in
Heavy Metal FAKK2:</p>
<ul type="square">
<li><b>animate2</b><br>
This is used to control the animation of the current viewspawn. To use
this menu, first you must viewspawn a model (i.e. viewspawn julie.tik).
The controls will allow you to advance the animation/frame/etc&#8230;
There is also a scale control that you can use to try out different
scales on the object. If you have more than one viewspawned model, you
can use the viewthingprev and viewthingnext buttons to get to the one
you want.<br>
<br>
</li>
<li><b>Camera</b><br>
This menu is used for placing camera points for use with cinematics.
See the Camera document for more information.<br>
<br>
</li>
<li><b>GameCamera</b><br>
This menu is used to tweak the values of the in game 3rd person camera.<br>
<br>
</li>
<li><b>zound</b><br>
This menu is used for placing sound effects and triggers in the game.
Please see the Zound document for more information.<br>
<br>
</li>
<li><b>LevelDesign</b><br>
This menu has a bunch of controls that are useful for level designers.
They are pretty much just shortcuts to cvars and console commands.<br>
<br>
</li>
<li><b>phooks</b><br>
This is another level designer menu that is very similar to the LevelDesign
menu above.<br>
<br>
</li>
<li><b>emitter &amp; emitter2</b><br>
These menus are used to control the test emitter which is used for creating
particle effects systems. Please refer to the Ghost document for more
information. </li>
</ul>
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<td class="legal"> Copyright &copy;2003 Ritual Entertainment, Inc. All rights reserved.<br>
Please do not email Ritual Entertainment with questions about the
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
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