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locations ie %L

Posted: Mon Mar 14, 2005 1:14 pm
by suds
how the hell do you do this?

erm i mean...

can someone please let me know how to make location zones

thanks

suds

ps. what kinda r_speeds are acceptable these days...what should i aim for as a max?

Re: locations ie %L

Posted: Mon Mar 14, 2005 5:32 pm
by Serpent
suds wrote:how the hell do you do this?

erm i mean...

can someone please let me know how to make location zones

thanks

suds

ps. what kinda r_speeds are acceptable these days...what should i aim for as a max?
for r_speeds.... lower the better... i'd say below 1500

Posted: Mon Mar 14, 2005 6:18 pm
by gegoj
Open up Your notepad and wirte:

Code: Select all

 x : y : z : rX :rY : rZ : name
where x, y and z are coordinates of the location marker in Your map, rX and rY are range of he location marker (value 0 = 1500 units) and rZ is height of the location marker (value 0 = don't use this location marker).
Save the text file as mapname.aqg and put it in the action/tng folder.

Example code taken from actcity2.aqg:

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   -8: 1063:  263:  513:  294:  265:in the fenced area
that covers the dead end with the dupster in actcity2.

To obtain the coordinates just write viewpos in console ingame and write down the numbers.

Posted: Fri Mar 18, 2005 1:31 am
by NRGizeR
http://www.algonet.se/~ml2/action/ml/

this aq2 mod is what I use... it has some nice commands to help you with the making of the location files... Just check out the howto pages on that site to get more info on how to create them. If you want them to work with TNG you need to rename them to .aqg (if I remember correctly :) ) but other than that, it's the same file..