Meister | 2011-05-16 17:22
Asgard
[ 
116
points ]
 (14 votes)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Large capture/ctf map
Asgard
asgard_v1.3.zip (8.48 MB)
Djakk | 2011-05-15 02:12
New Skyboxes
[ 
36
points ]
 (4 votes)
Three new skyboxes for use with cube engines.
New Skyboxes
skyboxes.zip (4.73 MB)
L. Tempris | 2011-05-14 20:56
MD5 Help!
[ 
8
points ]
 (1 vote)

I have looked into MD5 content creation and have come up short. The modelers working under Iron Fist for me have been able to find nothing on this matter. So I am asking you if anyone would point me in the correct direction, how can I modify/update MD5 models and animations? I would be extreamly thankful if someone may enlighten me on this issue.

regards, Tempris

Djakk | 2011-05-13 04:52

I know that cubescript is a loose derivation of C+, but can the cube engine understand true false conditionals? i.e. if this argument is true, execute script one, and if it is false, execute script two. If the cube engine can understand that, than how would it be coded? and I'm not looking for quantitative analysis, I'm thinking more along the lines of something that looks for (concatword (getname)). I recently came up with this:

alias level_trigger_12 [(concatword (getname)); Djakkennaia = [trigger 13 1]]

but this is not a true/false script. especially if the getname is wrong, the console echoes "unknown command: NAME". Back to the original question. is it possible? and if yes, what are commands/parameters? thanks in advance.

Squareman97 | 2011-05-12 05:00
Cagematch
[ 
17
points ]
 (3 votes)
Cagematch, A deadly map full of lasers and hard work. Requires skill, and a semi-decent computer. Updated by Fyr3fly as of 5/19.
Cagematch
cagematch.zip (1.4 MB)
johnno56 | 2011-05-08 22:56

Hey guys,

Sorry if my question is too basic, but I have to start somewhere.

I am curious. Is it possible to end on map via a teleport and have it load the next map? ie: Use teleport to end a level AND start in new level. If so, how would that be scripted?

Regards

J

Zarj | 2011-05-04 03:31
zj_concrete_facility
[ 
7
points ]
 (1 vote)
A gritty, industrial themed map best for 2-6 players. Symmetrical and designed for balance.
zj_concrete_facility
zj_concrete_facility_1.0.zip (565.12 KB)
Pieman333272 | 2011-05-01 14:02

Is there any way to play multiplayer on a non-default (i.e. player created that isn't in the cube 2 package) map?

Djakk | 2011-04-28 23:44

Hello again. I'm currently wondering if there is a way to turn off the ability to edittoggle in single player. I have come up with a script that allows you to manually transport the player through the cfg, at the cost of resetting all entities. I only use it if the player is not going to ever return to that area of the map.

alias level_trigger_N [allowspedit; edittoggle; entfind ""; gotosel; edittoggle]

where N is the trigger number (obviously =P),
and "" is a single entity, of which there are no duplicates. (I usually use "sound 70+"

back to original question. Is there a way to deactivate the "allowspedit" command, so that the player cannot access edit mode? thanks in advance for any help.

Anonymous | 2011-04-27 17:38

I'm a little bit confused (again) about scripting:
I have read some documentation about sauerbraten scripting, during my tests i found an intresting scripting example by MeatROme (MapTriggerTest) a demonstration map (i found it in the cube wiki) but i suppose you already know about it.

the script is old but marked "for Sauerbraten" in the readme. The cfg shows a counter system.

but Im' focused on the function called beam_me.
This one seems switch in edit mode (during gameplay) add a new teleport in front of the player and returns in game mode.

In my mind this mean the player will teleported away on a specific event. but it seems not work.
I tray to play this level in sp but nothing happend, the level ended with no teleport. and executing this function the console shows some error.

what's the problem?
1-i'm a dumb and i miss understood the script
2-the justice edition scripting system is no more compatible with older scripts

in case 2 : there's some way to in newest scripting mode to do something similar?

thanks

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Meister
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