Updated as per v2.0

Blixibon 2019-12-14 11:01:29 -06:00
parent b7ef78b0b0
commit 16fb2b3572

@ -16,8 +16,6 @@ Both support looking through the entity list, but they didn't have auto-completi
## ent_create, npc_create, etc. ## ent_create, npc_create, etc.
**Not implemented in public build; v1.2 change**
`ent_create` is an existing command that could create an entity where a player is looking. `npc_create` is a similar existing command that could create a NPC where the player is looking, using a hull check to make sure the NPC could fit in the position. `ent_create` is an existing command that could create an entity where a player is looking. `npc_create` is a similar existing command that could create a NPC where the player is looking, using a hull check to make sure the NPC could fit in the position.
Mapbase adds auto-completion to both commands, searching through the entity factory list and allowing the commands to auto-complete based on spawnable entity classes. (todo: make npc_create only show entities prefixed with `npc_`) Mapbase adds auto-completion to both commands, searching through the entity factory list and allowing the commands to auto-complete based on spawnable entity classes. (todo: make npc_create only show entities prefixed with `npc_`)
@ -26,8 +24,6 @@ Mapbase adds auto-completion to both commands, searching through the entity fact
## npc_select, etc. ## npc_select, etc.
**Not implemented in public build; v1.2 change**
`npc_select` is an existing command that lets NPCs get "selected" for debugging purposes, such as to make them perform special actions or print additional information to the console. `npc_select` is an existing command that lets NPCs get "selected" for debugging purposes, such as to make them perform special actions or print additional information to the console.
Using `npc_select` alone just gets the entity the player is looking at, which is standard practice, but a name can be passed as well. However, by default, this does not have auto-completion like `ent_fire` does. Using `npc_select` alone just gets the entity the player is looking at, which is standard practice, but a name can be passed as well. However, by default, this does not have auto-completion like `ent_fire` does.