*added to list of missing
Thanks
b
Here is the worldspawn XML for a quick example:[I will clean it up when I have more time] [/b] EVERYTHING I CHANGED/ADDED IS IN BLUE
[ul]<!–
WORLDSPAWN
=============================================================================
–>
<list name=“atmo”>
<item name=“Type in your settings on the line below or select them” value=""/>
<item name=“railgun’s snow” value=“T=SNOW,B=5 10,C=0.5,G=0.3 2,BV=20 30,GV=25 40,W=3 5,D=2400”/>
<item name=“Radar’s rain” value=“T=RAIN,B=5 10,C=0.5,G=0.5 2,BV=50 50,GV=200 200,W=1 2,D=2000”/>
</list>
<group name=“worldspawn” color=“0 0 0”>
-------- KEYS --------
<atmo key=“atmosphere” name=“atmosphere settings”>adds snow,rain…</atmo>
<string key=“atmosphere” name=“atmosphere type in text line”>you can either choose from radar rain, railgun snow or type in your own settings</string>
<sound key=“music” name=“Music”>Music wav file</sound>
<real key="_ambient;ambient" name=“Ambient Intensity”>Adds a constant value to overall lighting. Use is not recommended. Ambient light will have a tendency to flatten out variations in light and shade.</real>
<color key=“color” name=“Ambient Color”>RGB value for ambient light color (default is 0 0 0).</color>
<real key=“gravity” name=“Gravity”>Gravity of level (default is normal gravity: 800).</real>
<integer3 key=“gridsize” name=“Dynamic Light Granularity”>Granularity of the lightgrid created by q3map. Value is three integers separated by spaces, representing number of units between grid points in X Y Z. Default gridsize value is 128 128 256. Use larger powers of 2 to reduce BSP size and compile time on very large maps.</integer3>
<integer key="_blocksize" name=“BSP Block Size”>q3map always splits the BSP tree along the planes X=_blocksizen and Y=_blocksizen. Default _blocksize value is 1024. Increase the blocksize using larger powers of 2 to reduce compile times on very large maps with a low structural brush density.</integer>
<string key=“message” name=“Message”>Text to print during connection process. Name of the map</string>
<string key=“sun” name=“Sun shader”>Shader to use for ‘sun’ image. May be overriden by shader.</string>
<real key=“fogclip” name=“Fogclip”>Uses vis to exclude stuff beyond the specified distance.</real>
<integer2 key=“mapcoordsmins” name=“mapcoordsmins”>Top left corner coordinate. Example “-256 256”.</integer2>
<integer2 key=“mapcoordsmaxs” name=“mapcoordsmaxs”>Lower right corner coordinate. Example “256 -256”. Both mapcoordsmins and mapcoordsmaxs must be set for command map and auto map to work properly.</integer2>
-------- SPAWNFLAGS --------
<flag key=“NO_GT_WOLF” name=“No campaign” bit=“0”>Campaign cannot be played on this map</flag>
<flag key=“NO_STOPWATCH” name=“No stopwatch” bit=“1”>Stopwatch cannot be played on this map</flag>
<flag key=“NO_LMS” name=“No LMS” bit=“3”>Last Man Standing cannot be played on this map</flag>
-------- NOTES --------
Every map should have exactly one worldspawn.
</group>[/ul]
So we have images 1,2,3
(1 is the entity window using the above code and 2 shows a type selected while 3 shows the text line in use. )
- The text-type in line overrides the dropdown selection.
FEEDBACK ???