Tutorials

For specific items to Kingpin. This section assumes you have a fairly sound base knowledge of Quake2 engine games.


Charactor flags

Fog in your map

An example map


Character flags:

All skins for the female are in the bitch and whore models are in the bitch folder. The punk and thug skins are in the thug folder. Shorty and runt have their own. You need to preview the skins with some sort of thumbnail software so you know which one to set. Its a big task. Those that use othe chars skins (like the whore) MUST have a texture set.

The key art_skins <headskin bodyskin legskin> should be put in.

Eg:

art_skins 012 007 004

You can make your char have different levels of aggressiveness. 1 - (Tickle me elmo) to 7(Postal).

Eg:

moral 5

Give the char some money for pickup when they kick the bucket:

Eg:

currentcash 3 ( Put any ammount in )


Fog in your map

Here is an example to play with. Anything excessive and your map will be black. (pea soup fog). The color ( fogval ) is RGB.

fogval 0.70 0.28 0.16

fogdensity 0.00018

fogdensity2 0.00018

fogval2 0.35 0.14 0.08


An example map

Get the example .room1_a.map from the downloads page & load it into KPRadient.
I think it needs slightly more fog and a little less lighting to give it a bit more of an edge.

Here is the main screen. Note the junior light entities to light the player and monsters.
The R_speeds remain pretty low in this map.
You will note that this map contain some poorly aligned brushes etc. Tutorials on Rust should be read on this to keep map speed up. Although this one is not to bad speed wise.

A point worth noting: after you set some one alight w/ the flame thrower and they are running around in a ball of flame, the frame rate PLUMMETS. Up to 50% drop. This combined with a large area could see a problem - just a point to note.


 

Here are the properties for the fog in the map. The fogval is three numbers seperated by a space - the RGB values. 2 values are needed: 1 for 3dfx ,1 for TNT type cards


 

Some points to note here for this bitch char. If the cast_group was 1 she would need a name assigned.
Also note the art_skin 3 values; head body legs.
I preview the skins with a thumbnail viewer. A very good one is Thumbsplus.
The currentcash key is the $ amount your can pickup when the entity dies.
If the cast_group was set to enemy then 2 or more would be set. EG cast_group 3 would be a different group from say cast_group 4. This is to control different groups using AI flags. I'll explain these at a later date.

Until later...