Lugormod Starter Guide + Object List

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  • Beteiligte Poster: Oblivion
  • Forum: Lugormod Help Forum
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  • Forum gestartet am: Montag 18.09.2006
  • Sprache: englisch
  • Link zum Originaltopic: Lugormod Starter Guide + Object List
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    Re: Lugormod Starter Guide + Object List

    Oblivion - 18.09.2006, 18:20

    Lugormod 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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