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Add some docs for editor
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docs/l4d2_editor/README.md
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# Overview
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* [Guide to using editor - editor_guide.md](editor_guide.md)
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* [Guide to prop spawner - props_guide.md](props_guide.md)
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* [File Information - files.md](files.md)
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docs/l4d2_editor/editor_guide.md
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docs/l4d2_editor/editor_guide.md
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The editor lets you move, rotate, color, an existing entity or create new ones from the prop spawner.
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# Modes
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There are 3 modes:
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- Move & Rotate
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- The main mode, the entity will move to your cursor location, and can be rotated.
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- Tools:
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- Stacker Tool - Let's you automatically snap the next prop you spawn to the specified side of the previously spawned item. This lets you build a fence, automatically setting the next prop to the right
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- Collision Rotation - Let's you have entities change their rotation to be off the normal vector of your cursor's location. This means when you looking at a wall, our a ceiling, the prop will act like that surface is the ground.
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- Color
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- Lets you change the color of the entity
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- Scale (Wall Editor only)
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- Let's you change the dimensions of the invisible wall
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- Free Look
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- Lets you freely use your weapons and move around, to confirm the placement of your entity.
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# Controls
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The controls differ for each mode
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### Global (all modes)
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- Done / Spawn - `Use (E)`
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- Cancel - `Walk (SHIFT) + Use (E)`
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- Change Mode - `Zoom (MIDDLE MOUSE)`
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### Move & Rotate
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- Change spawn type (dynamic -> physics -> dynamic non-solid) - `Duck (CTRL) + Use (E)`
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- Rotate - Hold `Reload (R)`
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- Move `mouse left/right` to change heading (or roll if axis changed)
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- Move `mouse up/down` to change pitch
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- While holding, `Left Mouse` to cycle axis from heading/pitch to roll
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- While holding, `Right Mouse` to cycle through snap angles
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- While holding, `Jump (SPACE)` to cycle the stacker tool
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- While holding, `Walk (SHIFT)`, to toggle collision
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- While holding, `Crouch (CTRL)`, to toggle collision rotate
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- `Left Mouse` to move entity farther away
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- `Right Mouse` to move the entity closer
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### Color
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Color components refer to the letter in RGBA (Red Green Blue Alpha)
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- Change color component (R G B A) - `Use (E)`
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- Decrease value of color component - `Left Mouse`
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- Increase value of color component - `Right Mouse`
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### Free Look
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No specific controls
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### Scale
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Only active when editing / creating invisible walls
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(broken)
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docs/l4d2_editor/files.md
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These are information about the files in `<sourcemod>/data/prop_spawner`:
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## models
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This contains the data for every prop spawning category. All \*.txt files will be read as categories, where the first line will be the name of the category.
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The prop spawner also folders, including nested folders. The name of the folder will be displayed as `[Folder Name]`.
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Categories can also contain some extras, such as `Type:` to specify some custom spawning behaviors (example: items, bodies).
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## saves
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This contains all saved scenes (all props spawned in session) for a map. These files will be saved in a folder, with the current map's id. The file's default name is a timestamp of format `YYYY-MM-DD_HH-mm-DD.txt`. The file is a comma-separated (CSV) file. The format is, in order from left to right:
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| **Field** | Type | Description |
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| ------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------- |
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| model path | string | The path to the entity's model, or in case of weapons, their id's |
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| type | int | The type of the prop, 0 being `prop_dynamic`, 1 being `prop_physics`, and `prop_dynamic` but non-solid. |
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| origin[3] | float array | The coordinates to spawn the entity. |
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| angles[3] | float array | The angles to spawn the entity with. |
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| color[3] | float array | The color to spawn the entity with |
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