As some of you know, Lugor, the maker of the Lugormod mod, has stopped working on it. Robo85045 continues it with Lugormod T2. Below is a list of commands already added to the mod, which is currently being beta tested at the Clan MOO server at 220.127.116.11:27676.
Current changes from lugormod:
/t2npcfriendly makes the npc you are aiming at set its team to 'player' and its enemy team to 'enemy' so it can be commanded with /t2npcfollow
/t2delent deletes the placed entity (like rcon entitylist remove, but without rcon, and can only remove entities made with /place) If no argument provided, it deletes the entity you placed last.
/t2nudge [entity number] nudge the entity in the specified x y and z directions, if no entity provided, it moves the entity you are aiming at
/t2rotate [entity number] rotate the entity in the specified x y and z directions, if no entity provided, it moves the entity you are aiming at. Currently this does not rotate the hitbox, this might change.
/t2nearby lists all entities within 2048 map units of you, use this to find the entity number of those modelless model_breakables, or fx_runners, so you can remove them (with /t2delent)
/t2renameplayer for those names like 'I **** your mom' and 'killthejews', it renames the player
/t2freeze prevents a player from moving, use again to shut off
/T2nickinfo Lists information on the player nickname (credits, total time, level, prof, exc)
/t2logout Admin only, logs the admin out, so they can play as a normal profession most of the time.
/t2grav changes a players gravity (only affects that player)
/t2god/noclip/notarget give god/notarget/noclip to another player, can be set with the cmdleveldef file
/t2decoy test command, it creates a model of you in the surrender position. Again, this is just a debug command, it might be used in the camera system later on.
/t2SpawnuItem Spawns a usable item (more on this later)
/t2remapshader . Replaces the texture with the newer one for all clients (only temporarily, use the t2_remapshader entity to allow it to save with saveit)
T2setweather . Sets weather (WARNING, GAME WILL MOST LIKELY FREEZE FOR ABOUT 30 SECCONDS AS IT LOADS THE WEATHER SYSTEM. weather sets: clear freeze zone (mins: x y z) (maxs: x y z) wind constantwind (velocity) gustingwind windzone (mins) (maxs) (velocity) lightrain rain acidrain heavyrain snow spacedust sand fog heavyrainfog light_fog outsideshake outsidepain
note that the weather system is crap, a lot of the cmds don't work, and I cant do anything about it, as the weather code is in the jamp.exe and not in the dll files. It also has a tendency to freeze and stop accepting cmds if used multiple times within a few minutes
property cmds (more on these later)
t2Hlist lists the players who have access to this property set and their room numbers
t2Haddclient Adds a player to the specified room at the specified rank (1 = owner, 2 = guest
t2Hadd Adds a player to the specified room at the specified rank (1 = owner, 2 = guest).
T2Hremove Evicts the player from the room (if he owns, or is a guest in it)
Message system admin (had the message terminal on the server for an hour and someone started spamming like crazy...)
T2remmsg deletes the message from the outbox regardless of who the msg is for.
T2allmsgs Lists all of the messages regardless of who they are for.
T2admreadmsg reads the message index regardless of who its for (will not delete the message).
NPC control the npc commands must be enabled with the cvar g_npccontrols
/t2npcclaim claims the npc you are aiming at, so you can give it cmds. You can only do this on npcs that are 'friendly' to you (npc has to have a team of 'player' and NOT have an enemyteam of 'player'. Admins can turn any npc to the 'player' team by aiming at it and doing /t2npcfriendly)
/t2npcfree frees the npc from your command
/t2npcfollow has the npc you are aiming at follow you. You must have already claimed this npc
/t2npcfollowdist sets the distance that the npc will follow you at (how close it will try to be to you)
/t2npcstay tells the npc you are aiming at to stop following.
/t2pass enters a password into a t2_pwterminal entity (more on that later)
/t2uitem uses the usable item that you are holding.
/t2dropui uses the usable item that you are holding.
player message/email terminal
/t2inbox Stand in front of a message terminal and type this to list your messages
/t2readmsg get your message of the specified index. You must be standing in front of a message terminal for this to work.
/t2sendmsg Send a message to the players inbox. You must be standing in front of a message terminal for this to work
/t2outbox Lists the messages in your outbox. You must be standing in front of a message terminal for this to work.
/t2delmsg deletes the message from the outbox (message will not be delivered). You must be standing in front of a message terminal for this to work.
misc_camera A working camera that is similar to the single player camera system. the player is noclipped and teleported and frozen at the camera location, and a fake model is left behind where he was. any damage given to the fake model is passed onto the player. no spawnflags/keys yet.
t2_techmetr meterial dispencing entity for the tech profession. if the player is not a tech, then it will not work for them. keys: meterial: meterial to dispence, can be: 0 metal 2 crystal 3 Blood Ore (explosive) 4 chemical count is how much to give to the player, it can be negitive to remove from the player.
t2_pwterminal The player stands in front of it and types /t2pass if the password is correct it fires its target, if not, then it fires target2 keys: model key sets the model, you DO NOT need spawnflag 1 for auto hitboxes. You can let it auto hitbox, or set a mins/maxs to override it
message: message to say when used target: target to fire when the password is correct target2: target to fire if the password is wrong target3: the password
t2_gravity_change changes an individual players gravity spawnflags: 1: remove the changed gravity flag, so the player uses standard gravity again (use instead of setting it to 800, as gravity will be changed by vehicles if this is the case) keys: count: gravity to change to
t2_door model key sets the model, you DO NOT need spawnflag 1 for auto hitboxes. You can let it auto hitbox, or set a mins/maxs to override it
makes a door without the crappy icarus scripting system. identical to func_door, but uses models instead of brushmodels spawnflags: 1: START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
2: FORCE_ACTIVATE Can only be activated by a force push or pull CRUSHER kills the player if the player is stuck between it and a wall, and its moving
4: TOGGLE wait in both the start and end states for a trigger event
8: LOCKED Starts locked, with the shader animmap at the first frame and inactive. Once used, the animmap changes to the second frame and the door operates normally. Note that you cannot use the door again after this.
16: PLAYER_USE Player can use it with the use button
32: INACTIVE must be used by a target_activate before it can be used
"target" Door fires this when it starts moving from it's closed position to its open position.
"opentarget" Door fires this after reaching its "open" position
"target2" Door fires this when it starts moving from it's open position to its closed position.
"closetarget" Door fires this after reaching its "closed" position
"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
"speed" movement speed (100 default)
"wait" wait before returning (3 default, -1 = never return)
"delay" when used, how many seconds to wait before moving - default is none
"dmg" damage to inflict when blocked (2 default, set to negative for no damage)
"health" if set, the door must be shot open
"linear" set to 1 and it will move linearly rather than with acceleration (default is 0)
"teamallow" even if locked, this team can always open and close it just by walking up to it 0 - none (locked to everyone) 1 - red 2 - blue
"vehopen" if non-0, vehicles/players riding vehicles can open
"movement" x y z value, movement direction. movement,0 0 100, will make it move 100 units up.
t2_rotating model key sets the model, you DO NOT need spawnflag 1 for auto hitboxes. You can let it auto hitbox, or set a mins/maxs to override it
model that spins! 1: RADAR - shows up on Radar in Siege mode (good for asteroids when you're in a ship) 2: IMPACT - Kills anything on impact when rotating.
"speed" determines how fast it moves; default value is 100.
"dmg" damage to inflict when blocked (2 default
"movement" use this to set rotation on all 3 axes (pitch yaw and roll), value in format: x y z
"targetname" when used, it will toggle on and off
t2_bobbing model key sets the model, you DO NOT need spawnflag 1 for auto hitboxes. You can let it auto hitbox, or set a mins/maxs to override it
slowly bobbs in the direction you set X_AXIS Y_AXIS x x x x PLAYER_USE INACTIVE Normally bobs on the Z axis
"speed" seconds to complete a bob cycle (4 default)
"phase" the 0.0 to 1.0 offset in the cycle to start at
"dmg" damage to inflict when blocked (2 default)
"movement" x y z value, movement direction. movement,0 0 32, will make it move 32 units up and down.
t2_pendulum model key sets the model, you DO NOT need spawnflag 1 for auto hitboxes. You can let it auto hitbox, or set a mins/maxs to override it
"phase" the 0.0 to 1.0 offset in the cycle to start at
"dmg" damage to inflict when blocked (2 default)
"delay" time it takes to make a complete swing
"movement" x y z value, movement direction. movement,100 0 0, will make it swing 100 units north/south
t2_friction If a player is inside this trigger, then their friction will change. Requested by Hype®
count: friction to set the player to. (default player friction is 6, this can be 0 for no friction, but cannot be negitive).
t2_rentterminal A player will 'rent' this terminal by paying it money. Once rented, the player can pay it more money to increase the time (as long as spawnflag 2 isnt set), and use it like a button. Will fire target when used by a player who owns it. Will use target2 when the rent runs out This is semi-useless now that the property system is in, but i'm leaving it in anyways spawnflags: 2: the renter cannot add any more money once they first rent it, they must wait till the rent runs out before adding more money/time Keys: model key sets the model, you DO NOT need spawnflag 1 for auto hitboxes. You can let it auto hitbox, or set a mins/maxs to override it message: message to display when used. (shows for bolth renter and non-renters) minutes: minutes of rent per payment count: credits needed per payment. target: uses target when used by the player who is renting it target2: uses this when the rent runs out (so if it were a rented house, this could target a target_teleporter to teleport the player outside the house, so they cant stay inside after their rent ran out. target3: uses this when rented or money is added
t2_light a light (not the stupid func_ trick I found a while ago, a true working, non server crashing light). keys: color: the red, green, and blue colors of the light (color,1 0 0, would be red, 1 1 1 would be white), they are in a precent (0.5 = 50%, 1 = 100%) light: the radius that the light can travel offcolor: same as color, but when the light has been toggled to its 'off' state. If you dont want any light, then leave this at its default (0 0 0) offlight: radius when toggled off (default 0)
t2_toggle uses its targets in order until it hits its count, then resets. so if you wanted one button that when first use targets a target_activate, then a target_deactivate after its used again, then you would make: /place t2_toggle * target,Activate,target2,Deactivate,count,2 the entire purpose of this entity was origionaly to turn the t2_light entities into a working disco hall ) Keys: target target2 target3 target4 target5 target6 all the targets to use in order
count: the last target to use before resetting to its first target
stability fixes protection against the denial of service attack: the number of players that can have the same ip is limited by the cvar g_dosfix (default 2). Since the denial of service attack is baised from one computer, all the ips of the fake players will be the same. This will prevent them from being able to completely choke the server with nonexistant players
chat overflow exploit: This will no longer crash the server, and it will automaticly announce and kick the player who tried to do this server crashing exploit.
presistant weapons weapons will stay with the player when they log off, and will automaticly go back to the player when they log back on
property ownership Players can get property at specially marked spots. The property has a control hooked up to its door so the player can control who can enter or not.
Admins can control the property with:
/t2hlist /t2hadd /t2haddclient /t2hremove
the admin must be aiming at the t2_propertycontrol for the property set which they want to add the player to. Property has bolth a set and a room number. You can have multiple rooms per set.
the player controls their property with:
/t2haddguest /t2hremoveguest /t2hlistguests
for all commands, rank is: 1: owner 2: property admin 3: guest
owners can add property admins, and guests (owners cannot add other owners, although admins can (not to be confused with property-admin))
property admins can add/remove guests (but they cant add/remove other property-admins
guests can only enter.
the player must be aiming at the t2_property terminal that they own to do the player property commands.
property entities: t2_propertycontrol main control that player uses
keys: model key sets the model, you DO NOT need spawnflag 1 for auto hitboxes. You can let it auto hitbox, or set a mins/maxs to override it count: property set to control
t2_propertyterminal player uses this to open their door spawnflags: if the door you want to control can be used by the player, then turn on spawnflag 2. This will deactivate the door when its spawned, and activate it, open it, and deactivate it when used (so the players cant open it by themselvs) model key sets the model, you DO NOT need spawnflag 1 for auto hitboxes. You can let it auto hitbox, or set a mins/maxs to override it count: property set room: property room target: target to use when a player who has access to this uses it
t2_property player uses this to add players to the premission list (/t2haddguest, /t2hlistguests, /t2hremoveguest cmds work with this) spawnflags: if the door you want to control can be used by the player, then turn on spawnflag 2. This will deactivate the door when its spawned, and activate it, open it, and deactivate it when used (so the players cant open it by themselvs) model key sets the model, you DO NOT need spawnflag 1 for auto hitboxes. You can let it auto hitbox, or set a mins/maxs to override it count: property set room: property room uses its target when used, so make this target the door
to change a texture, do /t2remapshader
due to limits in the client code, only 128 texture changes are allowed.
to place an entity to change the texture:
t2_shaderremap targetShaderName is the texture to replace targetShaderNewName is the texture to place instead of the old one.
if targetname is specified, then it will not change the texture until you use it.
to change a texture after you allready changed it, use the ORIGIONAL texture name, not the name of whatever texture you changed it to.
User items spawned by admin with t2spawnuitem or by entity:
t2_uitem message: name of item spawnflag 1 will plop the item directly into the player, else it will just spawn where the entity is placed.
if the player is allready holding an item, and spawnflag 1 is set, then it will not spawn the item.
all item names are also the classname the item is given, so you can remove dropped items by /entitylist remove
beer -gets you drunk, hard to aim and walk but increase melee dmg
medpac -heals you 25 points, if you have max health, than it temporaraly brings you up to max + 10 (it will slowly lower each seccond until it hits max again)
stimulant -increases your health by 40, but decreases max health by 10. If you take it with 100 health, your health increases to 140 but the decreases to 90 slowly. If you have a max health of 10 or less, then you get an overdose, in which the screen becomes black and you get knocked out for a minute and a half roughly
coffee -makes you run faster for a time
jawajuice -increases your health and max health by 5
to drop an item you are holding, do /t2dropui
to use the item you are holding, do /t2uitem
Eventualy players will be able to make their own custom items using a system that will allow them to be able to set up pritty much anything.
Advanced mod scripting system the new scripting system is still in testing, all you need to know now is that it will allow you to do almost anything: quests gain credits per time change map light (slowly fade from day to night) create/remove entities modify player nickname stats and anything else that you can think of.
Just an example: the testing script right now is a glowing blue fx that slowly floats around the map, wandering after the closest player. If a player gets too close, they will be sucked in and teleported to a random_spot location.
Script is comming along well, look for a new update soon about how to use it.
Remote control turret Giving the spawnflag 1024 to a misc_turretG2 will make that turret player controlable. When the player uses it, their movement is redirected to the turret so they can aim and shoot.
if bolth spawnflags 1024 and 2048 are set, then the turret will become a camera turret, using the same system as the misc_camera entity. The player view will be just above or below the turret (depending on if spawnflag 2 (flip) is set).
Hoth turret misc_turret (not to be confused with misc_turretG2) now will become a hoth turret every time, instead of only in siege games.
New professions Tech profession The tech profession can build objects (only 1 at a time), by harvesting resources. The 4 resources they need for objects are: Metal, Crystal, Blood Ore (an explosive inspired by the bloodmine map), and Chemical. the tech sets his/her skills with /skilltech.
the current skills are:
Building skill: the higher the skill, the less expensive it is to build and the quicker you can build them
Quality skill: the higher this skill, the more health the built item has, as well as other qualities.
Mining skill: how much of a resource you get per ore unit.
eventualy, a skill will be added so techs can repair droids/built items/turrets
The tech builds by /t2build. using it will show a list of items and their cost for each resource. doing /t2build will make the unbuilt item appear in front of them. They must then 'build' the item by using it for a bit (time depends on Building skill). Bolth the unbuilt and built items can be destroied, but their health is dependant on the Quality skill. to get a list of the meterials you have, do /t2metr . Eventualy this command will also let you give resources to another Tech, or just drop them on the floor in crates.
current items that can be build are:
eweb: the placecannon thing
ammodisp, healthdisp, shielddisp: the floor unit, its charge depends on the quality skill.
explosive: an explosive crate, this appears pre-built, and using it for a while will disarm and remove it. its entire purpose is to be shot at and go BOOM. (well, not that big of boom, 120 damage at 200 radius)
bomb: not made yet, but it will be one of the sp bombs. when built, it starts a 30 seccond countdown, if it is used again in this time (has a use time, so not instant) it is disabled. else it explodes. It will be stronger than the explosive item.
bolth explosive and bomb need a lot of blood ore, which is supost to be the rarest of the meterials.
Cvars g_adminseeplayernum -- the admin level required to see the player number next to the player chat. If 0, then it is disabled. Default 4
g_dosfix -- protects against the denial of service (the 'bots' exploit). set it to the maximum number of players allowed on the same IP address. Default 2
g_maxmsgs -- maximum number of messages a player can post at the message terminal. Default 5
g_noslideonplayer -- allows players to stand on eachothers heads
g_npccontrols -- enables/disabled the npc controls (will eventualy be combined with g_cmddisable
g_techprof -- enables/disables the tech profession
g_autohitbox -- automaticly sets spawnflag 1 on misc_model_breakables. If this is on and you DONT want a solid model, then do mins,0 0 0,maxs,0 0 0,
g_keepweapons -- turns on the weapon saving system (on by default)
g_shipcloak -- enables/disabled the ship cloaking system for all players but admins. This will eventualy be combined with g_cmddisable
Someone PLEASE change my name!
18th December 2004
... you really have been planning it would be cool for another version of lugor, especually with those commands and that :)
not me, im Robo's clan leader, he's known as Phred on our server. He's probobly better, at least equal to lugor's coding skills, this mod is AWSOME, should come try it, im building some examples in t3_stamp and jedicouncilgcx on stuff like t2_doors, a security room equipped with cameras, user-enabled turrets, and a password switch, etc
Edit: ships can now cloak and people can log out of their accounts without having to reconnect
27th October 2005
This first command /t2npcfollow sounds interesting. I'm using Lugormod to record videos. In some fields it gives more sophisticated possibilities than ja+. I mean especially placing entities:p , like a table and a dozen bottles of wine on it. But also some animations are better, and I can have more control over bots and npcs. They can replace real actors, if I command them to perform some actions. I haven't mastered it yet though. Lugormod is indeed awsome, and I'm sure this Robo is going to make it even more awsome with those new commands.
He can put in any (yes, any i think) animation which was in SP into the emote list, thats very useful. this mod might be best for RP, but it has alot of features for all kinds of stuff. like dueling, u can walk thru people, like in JA+, and its fully server side. ive just placed a train lately that trains u over the thing which messed up at the end of t3_stamp, its pretty cool
^*Not LJK Echo Anymore *^
1st October 2005
w00t! looks kewl i think my clan is gonna be using this in the near future :naughty:
i'd definately recommend it, especially for those who like to build and roleplay, he might even include an RPG "Mode", and hopefully we'll soon be getting upgrades to the dueling too
I R Scary Eyeball
28th January 2004
Doesn't lugormod already have an RPG mode? or something like it anyway.
nope, its got BattleGrounds or Reborn, maybe thats what ur thinking about
I hate to double post, but theres been a small update: i quote Robo:
Redid the uitem system, so now a LOT more is possible with it.
Techs will be able to make uitems now (certain uitems at least)
2 new items currently working:
glowglobe - small glowing sphere, can be turned on and off. (yes, its just a flashlight, does nothing more... yet... MUHAHHAAHAHA)
bodyshield - full body shield that will absorb a percent of damage into itself until it breaks. It will break once it absorbs a certain amount of health. The health and absorption are dependant on the skill of the tech who built it:
damage absorption percent = (5 + (build quality skill * 5)) unit health = (90 + (build quality skill * 62))
if the shield is spawned by /t2spawnuitem it defaults to absorption: 25% health: 127
antigrav: lowers the users gravity while its activated.
timebomb: pick it up and /uitem to set the time. every time you do /uitem it cycles though: 5 secconds, 10, 15, 20, 25, and off. if it is NOT set to off when you drop it, it will start the countdown. You can pick it up and do uitem to imidiately disarm it. Only techs and the player of the bomb can disarm them. If the person trying to disarm it is NOT the person who placed it, then their chance of suceeding is baised on their building skill. After a failed disarm attempt, you cannot attempt to disarm it again for another 3 secconds