diff --git a/docs/l4d2_editor/README.md b/docs/l4d2_editor/README.md new file mode 100644 index 0000000..0ec846c --- /dev/null +++ b/docs/l4d2_editor/README.md @@ -0,0 +1,5 @@ +# Overview + +* [Guide to using editor - editor_guide.md](editor_guide.md) +* [Guide to prop spawner - props_guide.md](props_guide.md) +* [File Information - files.md](files.md) diff --git a/docs/l4d2_editor/editor_guide.md b/docs/l4d2_editor/editor_guide.md new file mode 100644 index 0000000..b3aee1c --- /dev/null +++ b/docs/l4d2_editor/editor_guide.md @@ -0,0 +1,87 @@ +The editor lets you move, rotate, color, an existing entity or create new ones from the prop spawner. + +# Modes + +There are 3 modes: + +- Move & Rotate + + - The main mode, the entity will move to your cursor location, and can be rotated. + + - Tools: + + - 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 + + - 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. + +- Color + + - Lets you change the color of the entity + +- Scale (Wall Editor only) + + - Let's you change the dimensions of the invisible wall + +- Free Look + + - Lets you freely use your weapons and move around, to confirm the placement of your entity. + +# Controls + +The controls differ for each mode + +### Global (all modes) + +- Done / Spawn - `Use (E)` + +- Cancel - `Walk (SHIFT) + Use (E)` + +- Change Mode - `Zoom (MIDDLE MOUSE)` + +### Move & Rotate + +- Change spawn type (dynamic -> physics -> dynamic non-solid) - `Duck (CTRL) + Use (E)` + +- Rotate - Hold `Reload (R)` + + - Move `mouse left/right` to change heading (or roll if axis changed) + + - Move `mouse up/down` to change pitch + + - While holding, `Left Mouse` to cycle axis from heading/pitch to roll + + - While holding, `Right Mouse` to cycle through snap angles + + - While holding, `Jump (SPACE)` to cycle the stacker tool + + - While holding, `Walk (SHIFT)`, to toggle collision + + - While holding, `Crouch (CTRL)`, to toggle collision rotate + +- `Left Mouse` to move entity farther away + +- `Right Mouse` to move the entity closer + +### Color + +Color components refer to the letter in RGBA (Red Green Blue Alpha) + +- Change color component (R G B A) - `Use (E)` + +- Decrease value of color component - `Left Mouse` + +- Increase value of color component - `Right Mouse` + +### Free Look + +No specific controls + +### Scale + +Only active when editing / creating invisible walls + +(broken) + + + + diff --git a/docs/l4d2_editor/files.md b/docs/l4d2_editor/files.md new file mode 100644 index 0000000..6cb783b --- /dev/null +++ b/docs/l4d2_editor/files.md @@ -0,0 +1,25 @@ +These are information about the files in `<sourcemod>/data/prop_spawner`: + +## models + +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. + +The prop spawner also folders, including nested folders. The name of the folder will be displayed as `[Folder Name]`. + +Categories can also contain some extras, such as `Type:` to specify some custom spawning behaviors (example: items, bodies). + +## saves + +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: + +| **Field** | Type | Description | +| ------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------- | +| model path | string | The path to the entity's model, or in case of weapons, their id's | +| type | int | The type of the prop, 0 being `prop_dynamic`, 1 being `prop_physics`, and `prop_dynamic` but non-solid. | +| origin[3] | float array | The coordinates to spawn the entity. | +| angles[3] | float array | The angles to spawn the entity with. | +| color[3] | float array | The color to spawn the entity with | + + + +