Afrow UK's D-Day: Normandy FGD for WorldCraft 1.6
v3.60
README!

D-Day: Normandy by Vipersoft - http://www.planetquake.com/dday

D-Day: Normandy FGD for WorldCraft 1.6
* All the new entities are listed here (D-Day v4 Manual)
web - http://dynamic.gamespy.com/~dday/site/user_guides/manual/pages/mapmaking.htm
at home - C:\quake2\dday\manual\pages\mapmaking.htm
* Ask for any small help on the D-Day: Forums (http://dynamic.gamespy.com/~dday/ib3/ikonboard.cgi)
Or feel free to email me!
* Please read this documentation. If not now, then some time during your life!
* Help on how to use the new entities can be found further below.

WorldCraft 1.6 FULL VERSION
The FULL VERSION of WordlCraft 1.6 can be found and downloaded from my NEW website:
Afrow UK's D-Day: Normandy Maps - http://myweb.tiscali.co.uk/afrowuk
Helpful Downloads Page - http://myweb.tiscali.co.uk/afrowuk/downloads.html

New Entities Usage

-{ SolidEntity: func_explosive_objective
Usage: You may use as many as you like!
This new entity works the same as, and is based on the original Quake2 entity: func_explosive
It has some new D-Day specific variables that are explained (along with the originals) below.
"Entity Name" > The target name for when another entity triggers it.
If triggered, then this entity will explode,
giving out the objective points.
If this variable is set,
then shooting it will do no harm to it.
"Entity Name to Target" > Allows this entity to target another entity.
This will happen when the entity is destroyed.
"Remove When Triggered" > This variable will remove another entity that you specify,
when this entity is destroyed.
"Connect To Entity" > This variable is unknown, but I have added it anyway.
If you find out what it does, then tell me!
"Object Owner" > A drop-down menu is included for this variable.
This will decide which team owns the objective.
If GRM, then the opposing team must destroy it, and vise-versa.
This will tie in with the info_team_start
"Objective Name" > This will set the name of your objective.
When it is destroyed, you will get the message appearing...
What the name of it is, and who destroyed it.
"Points Awarded" > Number of points that the team will get when they destroy it.
"Points Taken" > Number of points that the opposing team will lose when the
entity is destroyed.
"Health" > Amount of damage that needs to be inflicted before this entity
explodes.
"Mass (Dedris)" > Mass of how many pieces of debris will 'appear' when this
entity is destroyed. Set to 0 = 3 pieces.
"Damage" > Amount of damage inflicted to the surroundings.
The further away the player/object the less the damage gets.
Set to 0 = No explosion when destroyed, as well as no damage.
The rest of the Variables are ArghRad (Lighting compiler) specific, and are explained in
ArghRad.txt (found in the same directory as this readme)
These specific variables are listed under bmodel lights.

-{ SolidEntity: objective_touch
Usage: You may use as many as you like!
This is another objective entity, but this one works like a trigger_multiple.
The opposing team takes the entity by walking into it, then the other team has to walk through it
to take it back.
Each time it is taken, points are gained or lost from each team.
In D-Day 4.1, before the entity can be taken by a team, all opposing team members inside the
entity must be killed first, and then it can be taken.
There are no ArghRad specific variables for this new entity, simply because the entity is
invisible!
All the following variables are new, as this entity is not based upon any original
Quake2 entity.
"Entity Name" > The target name for when another entity triggers it.
If triggered, then this entity will explode,
giving out the objective points.
If this variable is set,
then shooting it will do no harm to it.
"Entity Name to Target" > Allows this entity to target another entity.
This will happen when the entity is destroyed.
"Remove When Triggered" > This variable will remove another entity that you specify,
when this entity is destroyed.
"Object Owner" > A drop-down menu is included for this variable.
This will decide which team owns the objective.
If GRM, then the opposing team must take it, and vise-versa.
This will tie in with the info_team_start
"Objective Name" > This sets the name of your objective.
When it is taken, you will get a message appearing telling you
what the name of it is, and who took it.
"Points Awarded" > Number of points that the team will get when they take it.
"Points Taken" > Number of points that the opposing team will lose when the
entity is taken.

-{ PointEntity: info_team_start
Usage: 2 are required with information for both teams on your map.
This PointEntity contains all the information for your team, such as their name, their team dll
file (contained in the quake2\dday\ directory).
You must have 2 of these in your map. That is 1 for each team.
"Team Name" > The name that the team will get, eg. Allies, British Forces etc.
"Team DLL (usa/grm/gbr/rus)" > This tells D-Day which team this info_team_start will go for.
usa = Allies
grm = Axis
gbr = Great Britian
rus = Russians
"Team Orders" > A drop-down menu is included for this variable.
Defence (kills needed to win, and ?)
Offence (kills needed to win, and ?)
Patrol (?)
Campaign (both kills and points to win, and ?)
I actually don't know anything about what these do, so I
recommend that Campaign is always used.
"Next Map When Team Wins" > Set the map that will be played after the current map.
This map change will happen as soon as the team wins.
"Kills To Win" > Number of kills that the team need to win the map.
Set to 0 = Stops the team from winning by kills.
"Points To Win" > Number of points that the team need to win the map.
Set to 0 = Stops the team from winning by points.

-{ PointEntity: info_player_start
Usage: 1 needed
This is a standard Quake2 entity, but has been used in D-Day for the DeathRoom.
When your map starts, you will start here being prompted to choose a team.
When a player in your map dies, they will start up there again.
You just need 1 of them in your map.
Setting an angle will make sure the player starts there, pointing in that direction.

-{ PointEntities: info_infantry_start, info_officer_start, info_sniper_start, info_lgunner_start,
info_hgunner_start, info_special_start, info_engineer_start,
info_flamethrower_start, info_medic_start
Usage: 2 lots for each team, or use 2 info_reinforcements_start's instead.
These are all D-Day specific class spawn points.
You can have all of these x2, or just have 2 info_reinforcements_start to replace them.
You may put down more than one of each, then the player class will randomly spawn between them.
"Object Owner" > A drop-down menu is included for this variable.
This will decide which team owns these spawn points.
If GRM, then the players on the GRM team will spawn there.
This will tie in with the info_team_start
Changing the angle will not affect the way the player spawns.

-{ PointEntity: info_reinforcements_start
Usage: 2 for each team, or all class specific spawns are needed.
This entity is another D-Day spawn point for the whole team.
It is used as a replacement for ALL the others class specific spawns.
This entity must not be added with any other D-Day class spawns on a map,
as this may cause problems.
This means that you cannot have any info_reinforcements_start with any D-Day specific class
spawns, on the same map.
"Object Owner" > A drop-down menu is included for this variable.
This will decide which team owns this spawn point.
If GRM, then the players on the GRM team will spawn there.
This will tie in with the info_team_start
Changing the angle will not affect the way the player spawns.
You need 2 of them for each team.

-{ PointEntity: misc_md2
Usage: Use as many as you like!
This entity allows you to add mainly model files (*.md2) into your map layout.
This entity allows you to even add other kind of files into your map, but adding models is the
most widely used.
"Model File (path/file.md2)" > You need to add the path to your file in here.
There is already an example there for you: an Axis MG42.
To make full use of this entity, get a Pak opener such as
PakScape, which can be found on Afrow UK's website.
You can change the angle, affecting the models' direction.

-{ PointEntities: misc_banner, misc_banner_1, misc_banner_2, misc_banner_3, misc_banner_4
Usage: Use as many as you like!
The first one is a standard Quake2 entities, but it is now a Nazi banner (flag)
All the rest are new entities with different models and skins.
There are screenshots of all of them in the D-Day: Normandy Manual.
Where ever the bottom of the entity box goes, will tell you where the base of the banner will be.

-{ PointEntity: misc_skeleton
Usage: Use as many as you like!
This is a new entity, which is a skeleton lying on the ground.
You can change the angle, affecting the skeletons direction.
0 degrees = Skeletons' legs pointing East (0 degrees)

-{ PointEntity: misc_viper
Usage: Use as many as you like!
This is another standard Quake2 entity, but the original model has been replaced with a
P51-Mustang.
You can see the plane in action on invade4.
"First Stop (path_corner)" > Enter the name of the first path_corner entity that you want
the plane to go to.
"Speed Of Movement" > Sets how fast the plane will go. If you don't have D-Day 4.1
installed, then you will not see a difference (D-Day 4.0 bug)
Get D-Day 4.1 to see how fast the plane will go to your
setting.

General overview of it all.
To make a map work, you have to have all these entities, and variables set...
--------------------------------------------------------------
-{ 1 info_player_start
--------------------------------------------------------------
For Team "USA/GBR/RUS" (Example uses USA/GBR/RUS)
-{ 1 info_team_start
-[ "Object Owner" = "USA/GBR/RUS"
-[ "Team Name" = "Allies"
-[ "Team DLL (usa/grm/gbr/rus)" = "usa"
-[ "Team Orders" = "Campaign"
-{ 1 info_reinforcements_start OR all class specific spawns
-[ "Object Owner" = "USA/GBR/RUS"
--------------------------------------------------------------
For Team "1" (Example uses GRM - Axis)
-{ 1 info_team_start
-[ "Object Owner" = "GRM"
-[ "Team Name" = "Axis"
-[ "Team DLL (usa/grm/gbr/rus)" = "grm"
-[ "Team Orders" = "Campaign"
-{ 1 info_reinforcements_start OR all class specific spawns
-[ "Object Owner" = "GRM"
--------------------------------------------------------------
Those are all the entities that you must have in your D-Day map, in order for it to work
correctly.
Have fun!
--------------------------------------------------------------

FGD v3.50 changes
* Re-did all SolidEntites, so that their variables don't mix with the ArghRad ones.
* Fixed Russian team mix-up :p
* Added Russian and British team support!
* The new version will only add texture folders instead of pak files. This will remove the risk
of people not extracting the textures from their pak files to the baseq2 directory. If
textures are not extracted you will get messed up lighting and textures, which can cause
some entities not to work properly.
* Small bugs fixed (again!)
* New flags and variables for almost all D-Day and original Quake2 entities!
* Many new variables for most entities, including Acceleration and Deceleration applied to most
moving Solid Entities.
* ArghRad included. ArghRad variables added into WorldSpawn, and into all visible Solid Entities.
* Moved player spawns boxes down 32 units. Players now spawn precisely on the floor.
* Made player spawn boxes the same size as info_player_start
* Edited more things to go with working for D-Day maps.
* Changed loads of variables and made the text much longer.
* Fafner has found that misc_banner1, 2, 3 and misc_banner4 should be: misc_banner_1, 2, 3 and
misc_banner_4
* Modified box sizes for each of the banners.
* New amazing D-Day v4 entity added:
misc_md2
It allows you to implement models (eg. dropped weapons) into your map!
Though of course, they will just be scenary and will not be a pick up item.
To use, you need to add the route to the model (All models are contained in the pak files).
Quake2 models always have .md2 file extensions.
You may want to get PakScape (available at http://myweb.tiscali.co.uk/afrowuk/downloads.html)
PakScape enables you to open up pak files and modify them.
You can then see all the models available inside all pak files.
Make sure to place '/' between the folder names and not '\'.
Here is an example (D-Day Axis HMG):
models/weapons/grm/g_mg42/tris.md2

Needed for QRAD3 (lighting) compile
* Before you compile your map with lighting (QRAD3) make sure you have dragged... colormap.pcx
from... C:\program files\worldcraft\... to... C:\quake2\baseq2\pics
* Textures you have used in your map MUST be extracted from the pak files into...
C:\quake2\baseq2\
* There is a useful program (WinBSPC) on my Helpful Downloads Page...
http://myweb.tiscali.co.uk/afrowuk/downloads.html
for extracting out of pak files and it can also convert .bsp back to .map!
* Get my Map Compiler which enables you to compile your maps through MS-DOS. http://myweb.tiscali.co.uk/afrowuk/downloads.html

General Tips
* The maximum amount of models in a map, I think, is 256. Models are all the entities,
point entities, all the players playing your map, all the guns and models loaded up at the
start of the map. Also the actual map counts as a model.
* The door sounds for all doors in D-Day: Normandy have been replaced with silent sounds, but it
is still a good idea to put all your doors as 'Silent' when going through the
Object Properties.
* In WorldCraft, when you open up Map Properties (WorldSpawn) or Object Properties,
you can turn SmartEdit on or off. SmartEdit toggles the viewing of the actual variables
themselves instead of them being replaced with descriptive sentences.
eg.
"dmg" = "Damage"
"speed" = "Speed Of Movement"
"obj_owner" = "Object Owner"
"dll" = "Team DLL (usa/grm/gbr/rus)"

* There may need to be more fixes made in the future, so keep your eyes peeled for the latest
version! eg. On my website, and on the D-Day Forums > Mapping
* Hope I meet you (reader) on a server sometime!
* Have fun making maps!
* Thanks to Vipersoft for an amazing Quake2 mod!
* Thanks phsycospaz for Quake2maX! (http://www.planetquake.com/quake2max/)

Afrow UK. A member of the [OSS] age 14 (15 in January 2003) E-mail - afrowuk@tiscali.co.uk NEW Web Site - http://myweb.tiscali.co.uk/afrowuk/downloads.html MSN - afrowuk@tiscali.co.uk

v3.60