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Qualität des Beitrags: Beteiligte Poster: Oblivion Forum: Lugormod Help Forum Forenbeschreibung: Welcome to the Lugormod Forum aus dem Unterforum: Help Antworten: 1 Forum gestartet am: Montag 18.09.2006 Sprache: englisch Link zum Originaltopic: Lugormod Starter Guide + Object List Letzte Antwort: vor 17 Jahren, 6 Monaten, 30 Tagen, 17 Stunden, 14 Minuten
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Re: Lugormod Starter Guide + Object List
Oblivion - 18.09.2006, 18:20Lugormod Starter Guide + Object List
Since a lot of people here have lots of different questions, I made a forum version of my .txt file, please sticky it if people find it useful.
Some pointers to start with:
- When adding a "Key", the format is always ,[KEY],[VALUE],[KEY2],[VALUE2] and so on.
- You can (almost) always add an ,angle,X, key, where X is a value from 0 to 360.
- Also, there is a key ,angles,X Y Z
Where the value X indicates rotation around the object's X axis
Where the value Y indicates rotation around the object's Y axis
Where the value Z indicates rotation around the object's Z axis
- You can (almost) always add a ,gravity,1, key to models, in order for them to be push/pull-able
- misc_model_breakable indicates a model. Use these for static, preferrably solid, objects.
Lugormod V1.1:
- Toying around with mins and maxs will ultimately give you the right value, if you know which is which. So:
Let's take for example, "/place misc_model_breakable 0 model,map_objects/nar_shaddar/reelosdesk,maxs,15 60 40,mins,-15 -60 0,"
The maxs here are 15 60 40, whereas the mins are -15 -60 0.
The first number, 15, indicates the X axis of the "bounding box" (area that is solid)
The second number, 60, indicates the Y axis of the "bounding box"
The last number, 40, indicates the height of the model.
- When toying with these numbers, keep this in mind:
If your numbers for maxs were to be X Y and Z, your numbers for mins would be -X -Y and 0 (Almost in every case, the last number is 0)
E.G. If the numbers for maxs were to be 15 60 40, the numbers for mins are -15 -60 0
Models:
Code:
/place misc_model_breakable 0 model,map_objects/mp/crystal_green.md3 (or red or blue)
(Crystal)
Code:
/place misc_model_breakable 0 model,map_objects/nar_shader/wine,maxs,3 3 17,mins,-3 -3 0
(Bottle of wine)
Code:
/place misc_model_breakable 0 model,map_objects/nar_shaddar/beerglass,maxs,3 3 4,mins,-3 -3 0
(Glass of beer)
Code:
/place misc_model_breakable 0 model,map_objects/roof_top/office_chair,maxs,15 60 20,mins,-15 -60 0
(Office Chair)
Code:
/place misc_model_breakable 0 model,map_objects/hoth/chair,maxs,15 15 28,mins,-15 -15 0
(Padded Chair)
Code:
/place misc_model_breakable 0 model,map_objects/cinematics/chair.md3,maxs,15 15 15,mins,-15 -15 0
(Red Chair)
Code:
/place misc_model_breakable 0 model,map_objects/imperial/chair,maxs,18 18 23,mins,-18 -18 0
(Imperial Chair)
Code:
/place misc_model_breakable 0 model,map_objects/cinematics/table,maxs,18 34 30,mins,-18 -34 0
(Table)
Code:
/place misc_model_breakable 0 model,map_objects/nar_shaddar/table01.md3,maxs,16 16 43,mins,-16 -16 0
(Round Table)
Code:
/place misc_model_breakable 0 model,map_objects/nar_shaddar/reelosdesk,maxs,22 47 40,mins,-22 -47 0
(Desk)
Code:
/place misc_model_breakable 0 model,map_objects/hoth/window,maxs,40 80 35,mins,-40 -80 0,angle,0
(Window)
Code:
/place misc_model_breakable 0 model,map_objects/korriban/torch_top,maxs,15 15 42,mins,-15 -15 0
(Torch (standing))
Code:
/place misc_model_breakable 0 model,map_objects/korriban/torch_hang,maxs,15 60 40,mins,-15 -60 0
(Torch (hanging))
Code:
/place misc_model_breakable 0 model,map_objects/korriban/statue_guard,maxs,15 40 200,mins,-15 -40 0
(Statue)
Code:
/place misc_model_breakable 0 model,map_objects/korriban/beam_statue,maxs,57 40 217,mins,-57 -40 0
(Statue)
Code:
/place misc_model_breakable 0 model,map_objects/roof_top/office_post,maxs,15 30 90,mins,-15 -30 0
(Statue)
Code:
/place misc_model_breakable 0 model,map_objects/nar_shaddar/plant,maxs,20 20 30,mins,-20 -20 0
(Plant)
Code:
/place misc_model_breakable 0 model,map_objects/factory/catw2_b,maxs,64 64 10,mins,-64 -64 0
(Catwalk)
Code:
/place misc_model_breakable 0 model,map_objects/factory/catw2_b,maxs,10 70 100,mins,-10 -70 -70,angles,90 0 0
(Catwalk (standing on side))
Code:
/place misc_model_breakable 0 model,map_objects/vjun/window,maxs,20 20 40,mins,-20 -20 0
(Window)
Code:
/place misc_model_breakable 0 model,map_objects/imperial/crate,maxs,20 30 55,mins,-20 -30 0
(Crate)
Code:
/place misc_model_breakable 0 model,map_objects/cairn/cargo_sm,maxs,20 20 40,mins,-20 -20 0
(Crate)
Code:
/place misc_model_breakable 0 model,map_objects/imperial/crate_xplode,maxs,24 24 67,mins,-24 -24 0
(Crate)
Code:
/place misc_model_breakable 0 model,map_objects/hoth/crate_stackable,maxs,149 126 130,mins,-149 -126 0
(Big Crate)
Code:
/place misc_model_breakable 0 model,map_objects/bounty/pillar,maxs,45 45 275,mins,-45 -45 0
(Pillar)
Code:
/place misc_model_breakable 0 model,map_objects/vjun/door_frame,maxs,15 92 152,mins,-15 -92 0
(Door Arch)
Code:
/place misc_model_breakable 0 model,map_objects/desert/wall_tanks,maxs,15 23 52,mins,-15 -23 0
(Wall Tanks)
Code:
/place misc_model_breakable 0 model,map_objects/desert/wall_tanks02,maxs,24 45 92,mins,-24 -45 0
(Wall Tanks)
Code:
/place misc_model_breakable 0 model,map_objects/imperial/control_panel,maxs,20 20 51,mins,-20 -20 0
(Control Panel)
Code:
/place misc_model_breakable 0 model,map_objects/imperial/controlpanel,maxs,20 20 49,mins,-20 -20 0
(Control Panel)
Code:
/place misc_model_breakable 0 model,map_objects/wedge/control_panel,maxs,20 20 49,mins,-20 -20 0
(Control Panel)
Code:
/place misc_model_breakable 0 model,map_objects/byss/control_panel,maxs,7 20 68,mins,-7 -20 0
(Control Panel)
Code:
/place misc_model_breakable 0 model,map_objects/vjun/control_station,maxs,20 62 70,mins,-20 -62 0
(Control Station)
Code:
/place misc_model_breakable 0 model,map_objects/cinematics/dread,maxs,24 24 5,mins,-24 -24 0
(Miniature Dreadnaught)
Code:
/place misc_model_breakable 0 model,map_objects/imp_mine/tank,maxs,5 5 47,mins,-5 -5 0
(Gas Tank)
Lugormod V1.2: http://lugor.mine.nu/phpBB2/viewtopic.php?t=4250 (Thanks to numnut_99 for making the list so people can copy-paste them.)
Shield, Ammo, Health Converter:
Code:
/place misc_shield_floor_unit 0
(Aim at floor with this)
Shield Converter Keys:
count - Maximum capability of shield the converter carries (default 150).
chargerate - Duration (in ms) it takes to recharge 1 shield point in the converter (default 2000).
nodrain - If 1, station has unlimited shield points.
Code:
/place misc_ammo_floor_unit 0
(Aim at floor with this)
Ammo Converter Keys:
count - Maximum capability of ammo the converter carries (default 200).
chargerate - Duration (in ms) it takes to recharge 1 ammo unit in the converter (default 2000).
nodrain - If 1, station has unlimited ammo units.
Code:
/place misc_model_health_power_converter 3
(Aim at wall with this)
Health Converter Keys:
count - The amount of health given when used.
Switches For Doors:
Code:
/place misc_security_panel 0 target,[TARGETNAME],
Addable Keys:
adminlevel - Requires admin level [VALUE] (From 4 - 1, 4 = lowest, 1 = highest)
level - Requires merc/jedi/sith level [VALUE] (From 1 - 20, 1 = lowest, 20 = highest)
profession - Requires profession [VALUE] (0 = No profession, 1 = Jedi/Sith, 2 = Mercenary)
Gambling Machine:
Code:
/place misc_slotmachine 0 count,[3000 - 10000, suggest 6500]
Payment Machine:
Items/Weapons:
Code:
/place misc_model_breakable 0 model,models/map_objects/hoth/console_on,maxs,20 20 100,mins,-20 -20 0,spawnflags,8192,target,[NAME],count,[PRICE],message,[MESSAGE]
Code:
/place [ITEM/WEAPON] 0 wait,-1,targetname,[NAME]
Vehicles:
Code:
/place misc_model_breakable 0 target,[NAME],model,map_objects/factory/f_con1,maxs,8 8 40,mins,-8 -8 0,spawnflags,8193,count,[PRICE],message,[MESSAGE]
Code:
/place NPC_Vehicle 60 npc_type,[VEHICLE],showhealth,1,targetname,[NAME],count,-1,
Teleports:
When entering an area:
Code:
/place trigger_teleport 0 maxs,100 100 100,mins,-100 -100 0,target,[NAME]
(Area to enter to teleport you.)
Code:
/place misc_teleporter_dest 0 targetname,[NAME]
(Destination area.)
When pushing a switch/button:
Code:
/place misc_model_breakable 0 model,map_objects/desert/switch_locked,spawnflags,64,target,[NAME1]
(Button to use (you may use any other button or switch as well, as long as the spawnflags remains at 64).)
Code:
/place target_teleporter * target,[NAME1],targetname,[NAME2]
(* indicates a null destination, this has no need to be placed on a specific spot.)
Code:
/place target_location 0 targetname,[NAME2]
(Destination area.)
Messages:
Code:
/place target_print * wait,20,message,[MESSAGE],targetname,[NAME]
(The message, needs not be placed anywhere specific, hence the *.)
- Use ,spawnflags,4 to make it so only the person who triggered the message can see the message.)
Triggered when entering area:
Code:
/place trigger_multiple 0 maxs,100 100 100,mins,-100 -100 0,target,[NAME]
Triggered when using button/switch:
Code:
/place misc_model_breakable 0 model,models/map_objects/hoth/console_on,spawnflags,64,target,[NAME],mins,-20 –20 0,maxs,20 20 70,wait,30,
Jumppads:
Code:
/place info_notnull 0 targetname,[NAME]
(Jumppad will push you in this direction)
Code:
/place trigger_push 0 maxs,[MAXS],mins,[MINS],spawnflags,256,target,[NAME]
(Location of Jumppad, the maxs and mins are the width, length and height of the Jumppad trigger.)
Notes for Jumppads:
- Place the info_notnull first.
- You can place a model, place the info_notnull on that, then remove the model again to get an idea of how high and where you will go (I.E. If you use a catwalk model for the jumppad, create another one above it by changing the "misc_model_breakable 0" into "misc_model_breakable 70", for example)
Turrets:
Code:
/place misc_turretG2 0 spawnflags,[READ LIST]
List of spawnflag numbers (to combine multiple ones, add up the number and use the total.)
START_OFF 1 - Turret will use a button to be activated or deactivated.
UPSIDE_DOWN 2 - Turret will be upside-down (with foot part on floor).
TURRETG2_TURBO 4 - Turret will be a Turbo-Laser Turret (as seen on Death Star).
TURRETG2_CANRESPAWN 8 - Turret will respawn if killed.
TURRETG2_LEAD_ENEMY 16 - Turret will aim in front of the enemy, increases chance to hit.
SHOWONRADAR 32 - Turret will appear on radar.
TARGET_FIGHTERS 64 - Turret will target air vehicles.
TARGET_GROUND_VEHICLES 128 - Turret will target ground vehicles.
TARGET_ARMED 256 - Turret will target armed sentients.
Notes for Turrets' spawnflags:
- If you use START_OFF, add a targetname,[NAME], key to your command line.
- You can use TARGET_FIGHTERS, TARGET_GROUND_VEHICLES and TARGET_ARMED only to specify; E.G. : Using both TARGET_FIGHTERS and TARGET_GROUND_VEHICLES, your turret will not shoot sentients. If you leave these open, it will shoot anything it can.
- The TURRETG2_TURBO has a big splash damage, watch out for it.
Addable Keys:
radius - Maximum distance of targetting enemies (default 512).
wait - Time to wait between firing (default 150 ms).
dmg - Damage per shot (default 5).
health - Hit points of the turret (default 100).
count - Time to wait before respawning (Only if TURRETG2_CANRESPAWN is 1 - in ms - defaults to 20000 (20 seconds)).
paintarget - In the words of Lugor: target to fire off upon being hurt.
painwait - In the words of Lugor: ms to wait between firing off pain targets.
random - Random value (in degrees) of aiming off target when firing at targets (default 2).
shotspeed - Speed of the projectile the Turret fired (default is for 1100 regular Turrets, or 20000 for Turbo-Laser Turrets).
splashDamage - How much the damage the explosion does.
splashRadius - How far the explosion will reach.
targetname - Name to be used if using a switch to activate or deactivate.
target - Target to activate upon being destroyed (E.g. Opening a door when turret is destroyed).
target2 - Target to activate upon firing at targets.
showhealth - Will show health when person aims at the turret, if this has the value "1".
customscale - Custom scaling, 100 is default, 1024 is maximum, watch out with this.
icon - Which icon to use on the radar for the Turret.
teamowner - Crosshair will be Green for this team, and Red for the other teams.
0 - none
1 - red
2 - blue
alliedTeam - Team which will not be targeted by Turret.
0 - none
1 - red
2 - blue
teamnodmg - Team that cannot harm the Turret.
0 - none
1 - red
2 - blue
Placing Effects:
Code:
/place fx_runner 0 fxFile,[DESTINATION PATH OF EFFECT](,spawnflags,[READ LIST])
Note: After placing an effect, you get an "Entity Number" (consisting of 3 digits). To remove the effect, you will need Rcon access,
or someone who has Rcon access. The command is: /rcon entitylist remove [NUMBER].
List of spawnflag numbers (to combine multiple ones, add up the number and use the total)
START_OFF 1 - Effect uses switch to activate or deactivate it.
ONESHOT 2 - Effect is activated only when triggered.
DAMAGE 4 - Does [splashDamage] damage ever [delay] ms, within a radius of [splashRadius] units.
Addable Keys:
fxFile - Destination path of the Effect it should play.
target - Entity to direct effect to.
target2 - Target to trigger when the effect gets triggered.
delay - Amount (in ms) to wait between triggering the effect to play (default 200).
random - Random amount of time (in ms) to add to or subtract from the "delay" value.
splashRadius - Sets range of damaging targets (default 16).
splashDamage - Sets amount of damage done when damaging targets (default 5).
soundset - Sound(s) to use, activates when effect is activated, loops while effect is on, deactivates when effect is deactivated.
Credits go to Storm for this, I just made them shorter and usable in-game (replaced \ with /, removed "models\", ".md3" and ".efx" (they're not needed anyway)):
Map object list
map_objects/bespin/panels
map_objects/bespin/twinpodcc
map_objects/bounty/cache
map_objects/bounty/light
map_objects/bounty/light_base
map_objects/bounty/light_ledge
map_objects/bounty/light_wall
map_objects/bounty/pillar
map_objects/bounty/sconce
map_objects/bounty/wall_pipes
map_objects/bounty/weapons_cache_new
map_objects/byss/control_panel
map_objects/byss/firing_station
map_objects/byss/tractor_base
map_objects/byss/tractor_top
map_objects/cairn/barrels
map_objects/cairn/cargo_big
map_objects/cairn/cargo_sm
map_objects/cairn/emitter
map_objects/cairn/floorlight
map_objects/cairn/receptor
map_objects/cairn/utilitylight
map_objects/cinematics/chair
map_objects/cinematics/dread
map_objects/cinematics/raven_cockpit
map_objects/cinematics/ravensclaw
map_objects/cinematics/table
map_objects/danger/ship_item01
map_objects/danger/ship_item01_glow
map_objects/danger/ship_item01_placed
map_objects/danger/ship_item01_placement
map_objects/danger/ship_item02
map_objects/danger/ship_item02_glow
map_objects/danger/ship_item02_placed
map_objects/danger/ship_item02_placement
map_objects/danger/ship_item03
map_objects/danger/ship_item03_glow
map_objects/danger/ship_item03_placed
map_objects/danger/ship_item03_placement
map_objects/danger/ship_item04
map_objects/danger/ship_item04_glow
map_objects/danger/ship_item04_placed
map_objects/danger/ship_item04_placement
map_objects/danger/ship_part01
map_objects/danger/ship_part02
map_objects/danger/ship_part03
map_objects/danger/ship_part04
map_objects/danger/ship_part05
map_objects/danger/shuttle_chair
map_objects/danger/shuttle_chair_x5
map_objects/desert/3po_arm
map_objects/desert/3po_leg
map_objects/desert/3po_head
map_objects/desert/3po_torso
map_objects/desert/cave_lamp
map_objects/desert/cave_pillar
map_objects/desert/crane
map_objects/desert/crawler_junk1
map_objects/desert/crawler_junk2
map_objects/desert/crawler_junk3
map_objects/desert/crawler_junk4
map_objects/desert/crawler_junk5
map_objects/desert/dome
map_objects/desert/emitter
map_objects/desert/evaporator
map_objects/desert/landing_light
map_objects/desert/landing_light_b
map_objects/desert/ravenclaw_part01
map_objects/desert/ravenclaw_part02
map_objects/desert/ravenclaw_part03
map_objects/desert/rock
map_objects/desert/support
map_objects/desert/switch_locked
map_objects/desert/switch3
map_objects/desert/t_cave2_new_50
map_objects/desert/t_pilar_new_25
map_objects/desert/t_swall_50
map_objects/desert/t_swall_new_50
map_objects/desert/transformer
map_objects/desert/vent
map_objects/desert/view_panel_desert
map_objects/desert/wall_generator
map_objects/desert/wall_light
map_objects/desert/wall_tanks
map_objects/desert/wall_tanks02
map_objects/factory/barrel
map_objects/factory/bomb_new
map_objects/factory/bomb_new_deact
map_objects/factory/bomb_new_placement
map_objects/factory/brace_b
map_objects/factory/catw2_b
map_objects/factory/ceiling_light
map_objects/factory/ceiling_light_b
map_objects/factory/column_sections_merged
map_objects/factory/coolant_cap
map_objects/factory/coolant_cap_rotated
map_objects/factory/dynamo
map_objects/factory/e_mod
map_objects/factory/e_mod_blue
map_objects/factory/emod_big
map_objects/factory/emod_big_d1
map_objects/factory/f_con1
map_objects/factory/f_con2
map_objects/factory/f_door_b
map_objects/factory/f_door_inside_b
map_objects/factory/f_gen
map_objects/factory/hpart_b
map_objects/factory/light_post
map_objects/factory/light_post_base_16
map_objects/factory/light_post_sm
map_objects/factory/longpipe_new
map_objects/factory/monitor
map_objects/factory/pipe_corner
map_objects/factory/post_base_16
map_objects/factory/railing_new_256
map_objects/factory/s_crane02
map_objects/factory/s_crate_01
map_objects/factory/s_crate_01_2x
map_objects/factory/s_crate_03
map_objects/factory/s_crate_03_2x
map_objects/factory/s_crate_05_2x
map_objects/factory/s_crate_05_3x
map_objects/factory/s_crate_06
map_objects/factory/s_light_b
map_objects/factory/s_tank_large
map_objects/factory/t_bar
map_objects/factory/vent
map_objects/factory/view_panel_fact
map_objects/factory/wall_tank_tall
map_objects/factory/window_brace
map_objects/h_evil/alcove_mech
map_objects/h_evil/control_station
map_objects/h_evil/generator
map_objects/h_evil/mechcrawler
map_objects/h_evil/turbine
map_objects/h_evil/wall_mech
map_objects/h_evil/wall_mech2
map_objects/hoth/at_at_head
map_objects/hoth/at_at_leg
map_objects/hoth/atst_crashed
map_objects/hoth/bacta_tank
map_objects/hoth/bacta_tank_1
map_objects/hoth/bed
map_objects/hoth/bed_lamp
map_objects/hoth/cave1_b
map_objects/hoth/chair
map_objects/hoth/cliff_b
map_objects/hoth/console
map_objects/hoth/console_on
map_objects/hoth/crate_snow
map_objects/hoth/crate_snow_outside
map_objects/hoth/crate_snow2
map_objects/hoth/crate_snow2_outside
map_objects/hoth/crate_snow3
map_objects/hoth/crate_snow3_outside
map_objects/hoth/crate_stackable
map_objects/hoth/eweb_model
map_objects/hoth/generator_b
map_objects/hoth/ground_transformer
map_objects/hoth/half_eaten_tauntaun
map_objects/hoth/hall
map_objects/hoth/heater_coil
map_objects/hoth/infirmary_table
map_objects/hoth/infirmary_table2
map_objects/hoth/ion_bigfin
map_objects/hoth/light_floor
map_objects/hoth/light_wall
map_objects/hoth/light_wallbeam
map_objects/hoth/med_console
map_objects/hoth/mountain_1_b
map_objects/hoth/mountain_2_b
map_objects/hoth/pipes
map_objects/hoth/rock_b
map_objects/hoth/rock_spike_b
map_objects/hoth/stalagmite_small
map_objects/hoth/stalagtite_large
map_objects/hoth/stalagtite_small
map_objects/hoth/turret_all
map_objects/hoth/turret_base
map_objects/hoth/turret_bottom
map_objects/hoth/turret_top
map_objects/hoth/turret_top_new
map_objects/hoth/wall_transformer
map_objects/hoth/window
map_objects/imp_detention/atst
map_objects/imp_detention/transport
map_objects/imp_mine/con2
map_objects/imp_mine/crate
map_objects/imp_mine/gonkdestroyed
map_objects/imp_mine/ion_cannon_damage
map_objects/imp_mine/ladyluck_gun
map_objects/imp_mine/mbay
map_objects/imp_mine/shuttle
map_objects/imp_mine/tank
map_objects/imp_mine/turret_damage
map_objects/imperial/airpurifier
map_objects/imperial/antenna
map_objects/imperial/antenna_b
map_objects/imperial/antenna_base
map_objects/imperial/archway
map_objects/imperial/barrels
map_objects/imperial/beam
map_objects/imperial/bunk
map_objects/imperial/bunk_new
map_objects/imperial/cargo_big
map_objects/imperial/cargo_sm
map_objects/imperial/cell_door_frame
map_objects/imperial/cell_door_frame_all
map_objects/imperial/cell_door_light
map_objects/imperial/chair
map_objects/imperial/container
map_objects/imperial/control_panel
map_objects/imperial/controlpanel
map_objects/imperial/crate
map_objects/imperial/crate_01
map_objects/imperial/crate_02
map_objects/imperial/crate_04
map_objects/imperial/crate_banded
map_objects/imperial/crate_xplode
map_objects/imperial/crate1
map_objects/imperial/dish
map_objects/imperial/field_post
map_objects/imperial/floorlight
map_objects/imperial/generator_big
map_objects/imperial/gonkdestroyed
map_objects/imperial/heater
map_objects/imperial/imp_light
map_objects/imperial/junction
map_objects/imperial/light
map_objects/imperial/locker
map_objects/imperial/mbay
map_objects/imperial/monitor
map_objects/imperial/pipe_cap
map_objects/imperial/probedestroyed
map_objects/imperial/projector
map_objects/imperial/r5destroyed
map_objects/imperial/switch
map_objects/imperial/tank
map_objects/imperial/utilitylight
map_objects/imperial/wall_pipes
map_objects/imperial/wall_tank2
map_objects/kejim/cargo_small
map_objects/kejim/impcam
map_objects/kejim/impcam_base
map_objects/kejim/ravensclaw
map_objects/kejim/sec_panel
map_objects/kejim/weaponsrack
map_objects/kejim/weaponsrung
map_objects/korriban/beam_statue
map_objects/korriban/beam_statue_top
map_objects/korriban/brazier
map_objects/korriban/coffin_slab
map_objects/korriban/pillar_base
map_objects/korriban/statue_guard
map_objects/korriban/statue_guard_broken
map_objects/korriban/statue_sith_dog
map_objects/korriban/statue_sith_dog_broken
map_objects/korriban/statue_sith_lord
map_objects/korriban/torch_hang
map_objects/korriban/torch_top
map_objects/mp/asteroid1
map_objects/mp/asteroid2
map_objects/mp/bacta
map_objects/mp/crystal_blue
map_objects/mp/crystal_green
map_objects/mp/crystal_red
map_objects/mp/dk_drain
map_objects/mp/dk_enlightenment
map_objects/mp/dk_grip
map_objects/mp/dk_lightning
map_objects/mp/dk_powerother
map_objects/mp/dk_rage
map_objects/mp/flag_base
map_objects/mp/force_boon
map_objects/mp/force_jump
map_objects/mp/force_pull
map_objects/mp/force_push
map_objects/mp/force_sight
map_objects/mp/force_speed
map_objects/mp/holo
map_objects/mp/jedi_enlightenment
map_objects/mp/lt_absorb
map_objects/mp/lt_heal
map_objects/mp/lt_healother
map_objects/mp/lt_protect
map_objects/mp/lt_telepathy
map_objects/mp/medpack
map_objects/mp/mp_scepter
map_objects/mp/psd
map_objects/mp/psd_sm
map_objects/mp/saber_attack
map_objects/mp/saber_defend
map_objects/mp/saber_throw
map_objects/mp/shield
map_objects/mp/sphere
map_objects/mp/sphere_1
map_objects/mp/ysalimari
map_objects/nar_shaddar/beerglass
map_objects/nar_shaddar/book
map_objects/nar_shaddar/coffee_pot
map_objects/nar_shaddar/crate_xplode
map_objects/nar_shaddar/cup
map_objects/nar_shaddar/plant
map_objects/nar_shaddar/reelosdesk
map_objects/nar_shaddar/table01
map_objects/nar_shader/book
map_objects/nar_shader/coffee_pot
map_objects/nar_shader/cup
map_objects/nar_shader/wine
map_objects/quicktrip/rib_single_new
map_objects/rail/coupling
map_objects/rail/view_panel
map_objects/rift/crystal_floor
map_objects/rift/crystal_lamp
map_objects/rift/crystal_pilar
map_objects/rift/crystal_pilar_b
map_objects/rift/crystal_wall
map_objects/rift/crystal_wall_lamp
map_objects/rift/crystal_statue
map_objects/rocky_ruins/bone_pile
map_objects/rocky_ruins/bone_pile2
map_objects/rocky_ruins/bone_pile3
map_objects/rocky_ruins/cell_wall
map_objects/rocky_ruins/floor_grate
map_objects/rocky_ruins/floor_grate_side
map_objects/rocky_ruins/floor_light
map_objects/rocky_ruins/floor_light_top
map_objects/rocky_ruins/light_ceiling
map_objects/rocky_ruins/light_rancor
map_objects/rocky_ruins/mech
map_objects/rocky_ruins/metal_wall_plate
map_objects/rocky_ruins/monitor
map_objects/rocky_ruins/new_spike
map_objects/rocky_ruins/new_spike_side
map_objects/rocky_ruins/pipe_cap_horizontal
map_objects/rocky_ruins/pipe_cap_vertical
map_objects/rocky_ruins/portcullis
map_objects/rocky_ruins/switch
map_objects/rocky_ruins/utilty_light
map_objects/rocky_ruins/vent_slats
map_objects/rocky_ruins/water_pump
map_objects/roof_top/crate3
map_objects/roof_top/junkpile1
map_objects/roof_top/junkpile2
map_objects/roof_top/junkpile3
map_objects/roof_top/lamp
map_objects/roof_top/lamp_ground
map_objects/roof_top/mech1
map_objects/roof_top/mech2
map_objects/roof_top/office_chair
map_objects/roof_top/office_post
map_objects/roof_top/podbod
map_objects/roof_top/podcar
map_objects/roof_top/podcar2
map_objects/roof_top/storage_rack
map_objects/ships/academy_small
map_objects/ships/falcon2
map_objects/ships/ore_cart
map_objects/ships/tie_bomber
map_objects/ships/tie_fighter
map_objects/ships/tie_fighter_broke1
map_objects/ships/tie_fighter_broke3
map_objects/ships/tie_fighter_vader_sans_wing
map_objects/ships/tie_fighter_vader_wing
map_objects/ships/x_wing_nogear
map_objects/ships/z_95
map_objects/taspir/airpurifier
map_objects/taspir/control_station
map_objects/taspir/floor_joist
map_objects/taspir/lamp
map_objects/taspir/lamp_rotated
map_objects/taspir/lamp2_double
map_objects/taspir/lava_ring
map_objects/taspir/lava_tube
map_objects/taspir/nozzle
map_objects/taspir/ragnos_bust
map_objects/taspir/steam_jet
map_objects/taspir/strut
map_objects/taspir/tank_top
map_objects/taspir/wall_pipe
map_objects/vjun/block_light_ceiling
map_objects/vjun/block_light_wall
map_objects/vjun/ceiling_light
map_objects/vjun/control_station
map_objects/vjun/door_frame
map_objects/vjun/electric_pipe_animated
map_objects/vjun/electric_pipe_horizontal
map_objects/vjun/globe
map_objects/vjun/lamp
map_objects/vjun/prong
map_objects/vjun/receptor_dish
map_objects/vjun/reflector
map_objects/vjun/rubble
map_objects/vjun/strut
map_objects/vjun/vbridge
map_objects/vjun/vcurve
map_objects/vjun/vhub
map_objects/vjun/vrock
map_objects/vjun/vrock_tall
map_objects/vjun/vrock2
map_objects/vjun/vrock3
map_objects/vjun/wall_pipe
map_objects/vjun/wall_pipe_red
map_objects/vjun/wall_tank
map_objects/vjun/window
map_objects/vjun/window_brace
map_objects/vjun/window_frame_new
map_objects/wedge/beacon
map_objects/wedge/beacon_placement
map_objects/wedge/clamp
map_objects/wedge/control_panel
map_objects/wedge/holo_map
map_objects/wedge/tank
map_objects/wedge/tank_lamp
map_objects/wedge/turbine
map_objects/wedge/w_door
map_objects/wedge/w_light_floor
map_objects/yavin/fern3_b
map_objects/yavin/glowlight
map_objects/yavin/grass_b
map_objects/yavin/grass_tall_b
map_objects/yavin/plant_b
map_objects/yavin/rock_b
map_objects/yavin/switch
map_objects/yavin/tree_sidehill_b
map_objects/yavin/tree_02_b
map_objects/yavin/tree_05_b
map_objects/yavin/tree_06_b
map_objects/yavin/tree_08_b
map_objects/yavin/tree_09_b
map_objects/yavin/tree_10_b
map_objects/yavin/trunk
map_objects/yavin/trunk_fallen2
map_objects/yavin/trunk_log
map_objects/yavin/trunk2
map_objects/yavin/y_bank_b
map_objects/yavin/yportal
Effects List
effects/atst/alt_muzzleflash
effects/atst/droid_impact
effects/atst/flesh_impact
effects/atst/main_muzzleflash
effects/atst/shot
effects/atst/shot_red
effects/atst/side_alt_explosion
effects/atst/side_alt_shot
effects/atst/side_main_impact
effects/atst/side_main_shot
effects/atst/wall_impact
effects/bespin/dust
effects/bespin/flamejet
effects/blaster/altmuzzle_flash
effects/blaster/deflect
effects/blaster/droid_impact
effects/blaster/flesh_impact
effects/blaster/muzzle_flash
effects/blaster/npcshot
effects/blaster/shot
effects/blaster/smoke_bolton
effects/blaster/sparks
effects/blaster/wall_impact
effects/boba/fthrw
effects/boba/jet
effects/boba/jetsp
effects/bowcaster/altmuzzle_flash
effects/bowcaster/bounce
effects/bowcaster/bounce_wall
effects/bowcaster/deflect
effects/bowcaster/explosion
effects/bowcaster/muzzle_flash
effects/bowcaster/shot
effects/bryar/altmuzzle_flash
effects/bryar/crackleshot
effects/bryar/droid_impact
effects/bryar/flesh_impact
effects/bryar/muzzle_flash
effects/bryar/npcshot
effects/bryar/shot
effects/bryar/wall_impact
effects/bryar/wall_impact2
effects/bryar/wall_impact3
effects/chunks/chain
effects/chunks/dustfall
effects/chunks/glassbreak
effects/chunks/grateexplode
effects/chunks/metalexplode
effects/chunks/probehead
effects/chunks/r5d2head
effects/chunks/r5d2head_veh
effects/chunks/r5d2headland
effects/chunks/r5headsmall_chunks
effects/chunks/rock_falling
effects/chunks/rockbreaklg
effects/chunks/rockbreakmed
effects/chunks/rockimpact
effects/chunks/ropebreak
effects/chunks/sparkexplode
effects/cinematics/takeoff
effects/cinematics/tiny_tractor_beam
effects/concussion/alt_hit
effects/concussion/alt_miss
effects/concussion/alt_ring
effects/concussion/alt_muzzleflash
effects/concussion/explosion
effects/concussion/muzzle_flash
effects/concussion/shot
effects/demp2/altdetonate
effects/demp2/altmuzzle_flash
effects/demp2/flesh_impact
effects/demp2/muzzle_flash
effects/demp2/projectile
effects/demp2/wall_impact
effects/detpack/explosion
effects/detpack/muzzle_flash
effects/disruptor/alt_hit
effects/disruptor/alt_miss
effects/disruptor/altmuzzle_flash
effects/disruptor/death_smoke
effects/disruptor/flesh_impact
effects/disruptor/line_cap
effects/disruptor/muzzle_flash
effects/disruptor/projectile
effects/disruptor/rings
effects/disruptor/wall_impact
effects/emitter/small_smoke_trail
effects/emitter/smoke_trail
effects/emitter/smoke_trail_fire
effects/emplaced/dead_smoke
effects/emplaced/explode
effects/emplaced/muzzle_flash
effects/emplaced/shot
effects/emplaced/shotnpc
effects/emplaced/wall_impact
effects/env/acid_splash
effects/env/beam
effects/env/beam_bolts
effects/env/beam_lights
effects/env/btend
effects/env/dome
effects/env/electricity
effects/env/fire
effects/env/fire_wall
effects/env/flame_jet
effects/env/hevil_bolt
effects/env/huge_lightning
effects/env/impact_dust
effects/env/impact_dustonly
effects/env/ion_cannon
effects/env/ion_cannon_explosion
effects/env/lava_flow2
effects/env/lava_splash
effects/env/lava_splurt
effects/env/lavacool
effects/env/lbolt1
effects/env/med_explode
effects/env/med_explode2
effects/env/mini_flamejet
effects/env/mini_gasjet
effects/env/powerbolt
effects/env/powerbolt_long
effects/env/quake_small
effects/env/quake_smaller
effects/env/red_cyc
effects/env/red_shot_spray
effects/env/rock_smash
effects/env/rockfall_noshake
effects/env/sand_dive
effects/env/sand_move
effects/env/sand_move_breach
effects/env/sand_spray
effects/env/slide_dust
effects/env/small_electricity
effects/env/small_electricity2
effects/env/small_explode
effects/env/small_fire
effects/env/small_fire_blue
effects/env/small_fire_green
effects/env/small_fire_LOD
effects/env/small_fire_red
effects/env/spout
effects/env/targ_beam
effects/env/targ_beam_impact
effects/env/tasbolt
effects/env/tasbolt1
effects/env/tgas_4emit
effects/env/thruster_spray
effects/env/tractor_beam
effects/env/vbolt
effects/env/veryelectric
effects/env/water_drops
effects/env/water_drops_steam
effects/env/water_impact
effects/env/water_mist
effects/env/water_splash
effects/env/water_steam2
effects/env/water_steam3
effects/env/waterfall_mist
effects/env/waterfall_splash
effects/env/waterspray
effects/eweb/flesh_impact
effects/eweb/muzzle_flash
effects/eweb/shot
effects/eweb/shotnpc
effects/eweb/wall_impact
effects/explosions/droidexplosion1
effects/explosions/explosion1
effects/explosions/explosion1_console
effects/explosions/explosion2
effects/explosions/fighter_explosion2
effects/explosions/hugeexplosion1
effects/explosions/hugeexplosion3
effects/explosions/probeexplosion1
effects/explosions/wall_break
effects/explosions/wedge_explosion1
effects/flechette/alt_blow
effects/flechette/alt_shot
effects/flechette/altmuzzle_flash
effects/flechette/flesh_impact
effects/flechette/muzzle_flash
effects/flechette/ricochet
effects/flechette/shot
effects/flechette/wall_impact
effects/force/confusion
effects/force/confusion_old
effects/force/drain_hand
effects/force/force_touch
effects/force/heal
effects/force/heal2
effects/force/kothos_beam
effects/force/kothos_recharge
effects/force/lightning
effects/force/lightning_wide
effects/force/pushblur
effects/force/rage2
effects/howler/sonic
effects/materials/dirt_large
effects/materials/gravel
effects/materials/gravel_large
effects/materials/mud
effects/materials/mud_large
effects/materials/sand
effects/materials/sand_large
effects/materials/snow
effects/materials/snow_large
effects/melee/kick_impact
effects/melee/kick_impact_silent
effects/melee/punch_impact
effects/misc/breath
effects/misc/genrings
effects/misc/glass_impact
effects/misc/possession
effects/misc/waterbreath
effects/mp/bluecrystalrespawn
effects/mp/crystalbeamred
effects/mp/drain
effects/mp/drainhit
effects/mp/drainwide
effects/mp/drainwide_new
effects/mp/greencrystalrespawn
effects/mp/itemcone
effects/mp/jedispawn
effects/mp/redcrystalrespawn
effects/mp/scepterrespawn
effects/mp/spawn
effects/mp/test_sparks
effects/mp/test_wall_impact
effects/mrancor/breath
effects/noghri_stick/flesh_impact
effects/noghri_stick/gas_cloud
effects/noghri_stick/muzzle_flash
effects/noghri_stick/shot
effects/repeater/alt_projectile
effects/repeater/altmuzzle_flash
effects/repeater/concussion
effects/repeater/flesh_impact
effects/repeater/muzzle_flash
effects/repeater/muzzle_smoke
effects/repeater/projectile
effects/repeater/wall_impact
effects/rocket/altmuzzle_flash
effects/rocket/explosion
effects/rocket/muzzle_flash
effects/rocket/muzzle_flash2
effects/rocket/shot
effects/rockettrooper/flamenew
effects/rockettrooper/light_cone
effects/saber/blood_sparks_25_mp
effects/saber/blood_sparks_50_mp
effects/saber/blood_sparks_mp
effects/saber/boil
effects/saber/fizz
effects/saber/saber_block
effects/saber/saber_clash
effects/saber/saber_cut
effects/scepter/beam
effects/scepter/beam_warmup
effects/scepter/impact
effects/scepter/invincibility
effects/scepter/recharge
effects/scepter/slam
effects/scepter/slam_warmup
effects/scepter/sword
effects/ships/burner
effects/ships/conc_impact
effects/ships/conc_muzzleflash
effects/ships/dest_burning
effects/ships/dest_destroyed
effects/ships/fire
effects/ships/heavydmg
effects/ships/hyperspace_stars
effects/ships/imp_blasterimpact
effects/ships/imp_blastermuzzleflash
effects/ships/imp_blastershot
effects/ships/imp_torpmuzzleflash
effects/ships/imp_torpshot
effects/ships/jet
effects/ships/lightdmg
effects/ships/LS_explosion
effects/ships/mine
effects/ships/mine_impact
effects/ships/mine_launch
effects/ships/proton_impact
effects/ships/reb_blasterimpact
effects/ships/reb_blastermuzzleflash
effects/ships/reb_blastershot
effects/ships/reb_torpmuzzleflash
effects/ships/reb_torpshot
effects/ships/scrape_sparks
effects/ships/sd_exhaust
effects/ships/sd_explosion
effects/ships/ship_explosion_mark
effects/ships/ship_explosion2
effects/ships/shuttle_exhaust
effects/ships/swoop_blasterhit
effects/ships/swoop_blastermuzzleflash
effects/ships/swoop_blastershot
effects/ships/swoop_dust
effects/ships/swoop_explosion
effects/ships/swoop_turbo_start
effects/ships/TB_explosion
effects/ships/TB_lwing
effects/ships/TB_nose
effects/ships/TB_rwing
effects/ships/TL_explosion
effects/ships/TL_lwing
effects/ships/TL_nose
effects/ships/TL_rwing
effects/ships/tiebomber_bomb_falling
effects/ships/tiebomber_exhaust
effects/ships/tiebomber_exhaust_turbo
effects/ships/tiebomber_explosion2
effects/ships/tiefighter_exhaust
effects/ships/tiefighter_exhaust_turbo
effects/ships/tractor_beam
effects/ships/vehicle_wake
effects/ships/wedge_bomb
effects/ships/XW_explosion
effects/ships/XW_lwing
effects/ships/XW_nose
effects/ships/XW_rwing
effects/ships/xwing_exhaust
effects/ships/xwing_exhaust_turbo
effects/ships/Z95_explosion
effects/ships/Z95_lwing
effects/ships/Z95_nose
effects/ships/Z95_rwing
effects/sparks/blood_sparks
effects/sparks/blood_sparks2
effects/sparks/bluesparks
effects/sparks/bluesparks_w_sound
effects/sparks/spark
effects/sparks/spark_exp_nosnd
effects/sparks/spark_explosion
effects/sparks/spark_light
effects/sparks/spark_nosnd
effects/stunbaton/flesh_impact
effects/thermal/explosion
effects/thermal/muzzle_flash
effects/thermal/shockwave
effects/tripmine/explosion
effects/tripmine/glowbit
effects/tripmine/laser
effects/tripmine/laserimpactglow
effects/tripmine/laserMP
effects/tripmine/muzzle_flash
effects/turret/explode
effects/turret/flesh_impact
effects/turret/hoth_impact
effects/turret/hoth_muzzle_flash
effects/turret/hoth_shot
effects/turret/muzzle_flash
effects/turret/shot
effects/turret/turb_impact
effects/turret/turb_muzzle_flash
effects/turret/turb_shot
effects/turret/wall_impact
effects/tusken/hit
effects/tusken/hitwall
effects/tusken/muzzle_flash
effects/tusken/shot
effects/volumetric/black_smoke
effects/volumetric/black_smoke2
effects/volumetric/byss_air
effects/volumetric/droid_smoke
effects/volumetric/dust_cloud
effects/volumetric/large_fast_steam2
effects/volumetric/large_steam
effects/volumetric/pressurized_steam
effects/volumetric/smoke
effects/volumetric/steam
effects/volumetric/steam_jet
effects/volumetric/t3_rift_steam1
effects/world/acid_fizz
effects/world/waterfall3
By Mr Jelle
Mit folgendem Code, können Sie den Beitrag ganz bequem auf ihrer Homepage verlinken
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