tutorials/urban_terror/map-locations.1341161854.txt.gz · Last modified: 2012/07/01 18:57 by JRandomNoob

Map locations

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tutorials:urban_terror:map-locations [2012/07/01 18:57]
JRandomNoob
tutorials:urban_terror:map-locations [2014/01/24 04:02] (current)
JRandomNoob Added categories
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======Map locations====== ======Map locations======
-Mappers can (and usually do) include Urban Terror–specific **''target_location''** entities in their maps; these are used by the game to display your current location in [[tutorials:urban_terror:radio_commands|radio calls]] and [[tutorials:urban_terror:beginner|team chat]]. You can also use these in normal chat, echoes etc by typing **''$location''**; to display the location your crosshair is pointing at, use **''$crosshair''**.+Mappers can (and usually do) include **''target_location''** entities in their maps; these are used by the game to display your current location in [[tutorials:urban_terror:radio_commands|radio calls]] and [[tutorials:urban_terror:beginner#chat|team chat]]. You can also use these in normal chat, echoes etc by typing **''$location''**; to display the location your crosshair is pointing at, use **''$crosshair''**.
-The locations are not defined as volumes (“this room here is a location”) but by using point entities: your location is displayed according to the nearest entity by distance. This is why on Algiers, the top of the stairs at the end of “spice street” is displayed as “the north spice storeroom” (take a look at the map and imagine a point in the middle of both of these areas: one of them is obviously closer). What is considered “nearest” also depends on direction you’re coming from: essentially, locations overlap a bit. The location displayed by **''$crosshair''** is especially vulnerable to these errors. Some maps are better than others in this regard: **''target_location''** entities do not have //names// that would need to be unique, instead they just contain a string, meaning the mapper can use several entities for each location. (Kingdom for example has 26 locations, defined by 110 entities.)+Some maps((These include: Ambush, Bohemia, Company, Crossing, Eagle, Herring, Mandolin, Oildepot, Orbital, Ricochet, Riyadh, Swim, Toxic, and Tunis)) use ''trigger_location'' brushes for this purpose (the volume filled by a brush would be a single location); however, due to this approach [[http://www.urbanterror.info/forums/topic/11142-do-not-use-trigger-location-buggy-as-heck/|having some issues]], most mappers today stick to ''target_location'' entities. In this approach, your location is displayed according to the nearest entity. This is why on Algiers, the top of the stairs at the end of “spice street” is displayed as “the north spice storeroom” (take a look at the map and imagine a point in the middle of both of these areas: one of them is obviously closer). What is considered “nearest” also depends on direction you’re apparoaching the entity from: basically, locations can overlap a bit. Depending on the map structure, locations can also bleed into unexpected places and so on. Some maps are better than others in this regard: ''target_location'' entities do not have //names// that would need to be unique, instead they just contain a string, meaning the mapper can use several entities for each location. (Kingdom for example has 26 locations, defined by 110 entities.)
^ **Abbey** ^ **Algiers** ^ **Casa** ^ **Kingdom** ^ **Prague** ^ **Tohunga_b8** ^ ^ **Abbey** ^ **Algiers** ^ **Casa** ^ **Kingdom** ^ **Prague** ^ **Tohunga_b8** ^
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Due to lighting differences between Quake 3 and UrT 4.x, you’ll have to reduce the contrast and saturation of the screenshot using the graphics software of your choice. Due to lighting differences between Quake 3 and UrT 4.x, you’ll have to reduce the contrast and saturation of the screenshot using the graphics software of your choice.
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 +<WRAP categories>
 +| **[[category:categories|Categories]]**: **[[category:urt-in-general|UrT in general]]** |
 +</WRAP>