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IWM has a special Entity editor so you can edit the items in a map without recompiling it. It's useful for converting actionq2 maps into normal DM. However, you can only place certain items in the map. So you want to edit entities in-game and make some nice .ent or .cmo files? First thing you need to do is grab "editor.dll" from our website (Link) and put it in your IWM folder. Alright, you have editor.dll. Fire up IWM, and set the cvar labeled "iwm_editor" to 1. This tells the game to use the editor. Re-set the map, and voila, you have no weapons and can't pick anything up. Alas, the editor! Now onto the "Basics"! Note: in 2.25, pathtarget's are grenades and are linked together based on their properties with laser. Information about entities will be give on screen too. What to expect in version 3.00:
Also, here, is a list of the available entities that you are allowed to spawn. You want to spawn a few items to razzle dazzle everybody. No problem, we have that. Each entity you spawn has a different set of arguments that either can or must be put with it. For example, speakers have noise, attenuation, volume and spawnflags. This section will show you which entities need what. Items The simplest thing to spawn are items. They require no arguments and are placed very easily. To place an item, simply move to where you want to place it and type: ed_spawn (classname). Replace (classname) with the classname of the item. Examples: ammo_shells, weapon_machinegun. If you are unsure of a classname, as an alternative you can enter the native name of the item. For example, "Shells", "Machinegun". Info_ Entities The second easiest thing to spawn are teleporters and spawn points. Again, all you need to do is walk over to the spot you want to spawn it, and type ed_spawn (classname). Replace (classname) with the classname of the info_ entity. A few examples are info_player_deathmatch and info_player_start. Misc_ Entities Misc_ entities are a bit difficult to spawn as they require a target or targetname (exception: misc_explobox). You use the third argument of the command to use these. For example: ed_spawn misc_teleporter t1 and Target_ Entities Target_ entities are the most difficult, but fun, to spawn. In IWM 2.00, the only target you can spawn is target_speaker. Since that's the only one, I will go in-depth with that one. In newer versions, targets such as target_splash and target_temp_entity will be spawnable. ed_spawn target_speaker noise volume attenuation spawnflags This should be self-explainatory if you are a mapper. "noise" is a string leading to the directory of your sound, example, "world/amb1.wav". "volume" is the volume level, from 0 to 1. For example, 0.5 is half volume. Attenuation is what level others will hear it at. 0 is no attenuation, 1 is normal, 2 is idle (less than normal) and 3 is static (diminishes rapidly with distance). Spawnflags are the spawnflags for the speaker. You can't spawn buttons and the such, so the only real spawnflag you can use is LOOPED_ON (1) if you want it to loop. Note that if you loop, the sound and attenuation is pre-set by the engine. This is a small text, but very very helpful. If you want to check how many entities you have and which ones you have, you can give this command: ed_checkents. This command, if issued, shows a list of what items are present, which slot number they take up and where they are located (origin). At the end of the list, a full count is listed of weapons, miscs and all others. The cleaner is a feature we added in case you just messed up one or two of your entities and wish to remove it. Use ed_cleaner to toggle it on and off. An object will appear floating inside you. While you see this, running onto a spawned object will delete it. Simple enough? Made a huge mistake in your file and need to erase all current spawned entities? No problem! This part of the help section tells you all about the .ent files and what they do. .ent files signify Entity Appending. When you have one of these in your ent/ directory, upon loading a map the entities you specified will be appended to the entities list. You can create .ent files by going in-game and spawning entities, then saving them to a .ent file. How is all this done, you ask?Okay, you've spawned entities and want to save them now. CMO (Complete Map Overwrite) are special files that should only be used when 100% needed. CMO files function just like the LOX .ent files. They are used if you need to edit existing entities in maps. The command to generate a .cmo file for the current map is: ed_createcmo. They will save to "iwm/cmo/(current mapname).cmo", where current mapname is the server name for the map (ie: q2dm1, base3).CMO files should be used if you require to edit existing entities that a map has without editing the BSP file. You may want to remove all entities off a map. To do so, generate the CMO file, and then browse to iwm/cmo/, and open the CMO file for the map. Simply select all and delete the contents of the file to have a cleared map. (Note: If the map contains brush models, make sure you don't delete those if you want to keep them) Allowed Entity List
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2007-Present
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