Icemann's ShockEd Commands List

Commands

add_family - Adds a Texture family (eg shared)
ai_sleep_all - Put all AIs to sleep
ai_wake_all - Wake all sleeping AIs
ai_wake - Wake a sleeping AI
ambient - Sets the light level, where intensity is the light level
cam_warp - warp camera to mouse loc
cc 1 - Teleports you back to your level (when your way too far away from it)
clear_world - Reset to the empty world
compress_family [familyname] - Removes all unused textures from the appropriate family
ctrl+f9 - Takes a screenshot (must be in-game to take a screenshot)
dump_cmds - Dumps a list of all commands to the specified filename
find_obj - Finds the specified object (eg find_obj 766)
gamma - Set the gamma
halt_schema - Halts the specified sound file
halt_schemas - Halts all currently playing sound files (schema`s)
light_bright - Lights up the entire level (type again to de-active)
link_draw_on - Provides a representation of what objects are linked together under the specified link type.
link_draw_off - Removes the representation of links between the specified link type.
lit_obj_toggle - Lights up objects (type again to de-active)
load_sky - Changes the set "sky hack" texture.
load_song - Load a song
mlog close - Stops sending all object information to the specified text file.
mlog statobjlist.txt - Creates a list of all objects and sends it to the specified text file.
play_schema - Plays the specified sound file (schema)
psi_all - Give player all psi powers
remove_family [familyname] - Removes all textures from the appropriate family
script_load allobjs - Loads the objects and items script (mandatory for a level to work)
script_drop - drop a script file from mission.
script_drop_all - drop all script files from mission.
set_gamesys - Creates a gamesys file (for when you change default options)
show_image - load image from disk
play_song - Play the loaded song
stop_song - Stop the currently playing song
toggle_compass - toggle compass state

Dromed Short-Cuts

1 - Moves the camera in a diagonal direction to the left
2 - Centers the camera
3 - Moves the camera in a diagonal direction to the right
w.s - Moves the camera forward
x - Moves the camera backward
a - Makes a side step left with the camera
d - Makes a side step right with the camera
f - fixes the camera into a centered position
q - Moves the camera up a space (height wise)
e - Moves the camera down a space
r - Moves the view of the camera slightly upwards
, - Cycles through the various brush faces (side to wall)
Alt+T - Brings up all current texures that have been loaded in

Dromed Notes

- To have a door close after a certain amount of time add Door>Door Timer Duration and type in however many seconds you want it to close after opening.

- If you choose to resize the original size of a particular door, be sure to change the "open portion" number to something higher or lower depending on whether you increased or decreased the size of the door. Changing this number either increases or decreases the amount of space the door will travel when it opens.

- Be sure with all objects you place in your level to have the "Dimensions" same as the DWH values. Otherwise monsters etc will be able to shoot through them as well as walk through them. In the Dimensions property the XYZ size values are the ones that need to be the same.

- Inorder to get AI`s to patrol they must have the "Patrol: Must patrol" added which is in the "AI section".

- Inorder for an AI to work in the first place you MUST do the "Compute Pathfinding Database" which is in the tools menu.

- To add a sound brush to a room, simply hold down shift + insert once you have selected the room you wish it to be around.

- The ID for the player (used for level start points) is -384.

- To enable the cyber interface in ss2 proper you must have the "script" property added with "ChangeInterface" in the first box. Script can be found in the "S" Section. These must be added to a "Marker" which must be switchlinked to a "Tripwire", which MUST be close to the player, and upon walking across will activate the interface. MAKE SURE to do "Compute Pathfinding" after creating the switchlinks.

- To get enemies to react to nearby sounds made by the player (eg gunfire) then go into the enemies "current alertness" attributes which you`ll find in the "state" section which is in "Ai". You need to change the "level" and "Peak" both to high. Changing this will result in much more realistic enemies.

- If ever you can`t hear sounds correctly in a room its because you either forgot to put in a room brush, or you need to delete your current one and create another.

- To have music in your level be sure to have the appropriate song listed in the mission parameters under "music", as well as having a marker set it off.

- To have items on a corpse, simply create the particular items you want on the corpse nearby to it, and then create a "contains" link from the body to the particular items.

- Inorder to give a corpses a pose, simple add > Creature > Current Pose. Then be sure to click on the Down arrow in the "Type" field and choose "Motion Name". After you`ve done that type in a pose name from the corpses list (Dead1,dead2,dead,digdie etc)

- As far as ladders go, its best to use the "Rickbarker ladder 16" as this looks best and works straight away apon creating it, unlike the other ladders.

- Be sure to put "shockpal" in the "Palette Res" field of "Rendering Parameters" which you`ll find in the Mission Parameters section. This is required so that all the special effects (eg energy blasts, myst etc) come out properly.

List of whats in the CRFs

bitmap.crf - Contains bitmaps for particle effects and explosions, not really editted that much.
books.crf - Contains the pcs files which adorn emails and logs - logos, peoples faces,etc.
editor.crf - Small crf containing the font that dromed uses and a mouse pointer. No real use for level editting.
fam.crf - Contains the texture families, follow the same format of the directories to create your own textures, or replace existing ones.
fonts.crf - The different fonts used in the game.
iface.crf - more fonts and pcx files for the interface.
intrface.crf - pcx files for interface, but also contains the map files and string file settings which dictate text such as difficulty level.
mesh.crf - contains the models for AIs and skins. Models are created using maya, but skins can be adjusted using any graphics program.
motions.crf - contains the motions that AIs play.
obj.crf - contains the nonAI objects, created using 3dstudio and can be created using free model editors. Skins as well.
objicon.crf - contains the icons that appear in the inventory for all objects.
pal.crf - contains the palettes to help create objects and textures.
snd.crf - contains the ambient and creature sounds.
snd2.crf - contains the voice overs for briefing, logs, and email traps.
song.crf - list of schemas to play for songs, not really that well known yet.
strings.crf - String files containing object name, email text, logs, etc.

List of known (by me) Texture Families

msg
shared

List of Sky Textures

sky (night space texture with moon etc)
acid (daytime texture)