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City of Heroes Base Builders / Building Cheat Sheet / Guide

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  1. ##Keys:
  2.  
  3. Shift = Hold for vertical movement
  4.  
  5. Ctrl = Hold for horizontal movement
  6.  
  7. Alt = Hold for spin
  8.  
  9. Shift + Alt or Ctrl = hold for 360 spin
  10.  
  11. F1 = Cycle through grid sizes
  12.  
  13. F2 = Cycle through snap angle degrees
  14.  
  15. F3 = Enable or Disable room clipping
  16.  
  17. F5 = Cycle through anchor points (floor, wall, ceiling, surface)
  18.  
  19. Shift + Tab = Cycle through visible items
  20.  
  21. Ctrl + Z = Undo
  22.  
  23. ##The Slash commands:
  24.  
  25. /edit_base [1/0] = Turn base editing on or off. 1 = on, 0 = off
  26.  
  27. /grid_snap [value] = Set item placement grid to [value] degrees. Default grid = 1
  28.  
  29. /angle_snap [value] = Set rotation value to [value] degrees. Default snap = 5
  30.  
  31. /room_clip [1/0] -- 0 = In parent room, 1 = no constraints
  32.  
  33. /see_everything [1/0] = See the boundary boxes for everything in the base. 1 = on, 0 = off
  34.  
  35. /stuck - To get back to the base portal
  36.  
  37. /sg_passcode [word] = Set the base passcode to [word]-<game generatednumer>
  38.  
  39. /base_default_sky <0-15> - Set the default sky setting to one of 15 preset values:
  40.  
  41. 0 - Praetoria
  42. 1 - Atlas Park
  43. 2 - Boomtown
  44. 3 - Mercy Island
  45. 4 - Grandville
  46. 5 - Cimerora
  47. 6 - Night Ward
  48. 7 - Shadow Shard
  49. 8 - Storm Palace
  50. 9 - Dense Fog
  51. 10 - Rikti Invasion
  52. 11 - Zombie Apocalypse
  53. 12 - Praetorian Invasion
  54. 13 - Lighted Paths
  55. 14 - Shadowed Paths
  56. 15 - Spaaaaaaaaaace!
  57.  
  58. ##FAQ
  59.  
  60. **What does it mean to build outside the base?** It means exactly that. By pressing F3 you make "Room Clipping Enabled" and with that you can build above up to a height of 900 or a low of -2,000 but you still have to stay close to the lateral edges of the base plot.
  61.  
  62. **So if I can build outside the plot why would I ever want to build inside?** The advantage to building inside the plot is you can use the walls and lighting. Lighting outside will someday be fixed but it is a ways off yet, so until then you'll need to use items from the lighting tab.
  63.  
  64. **What if I want to build inside and outside?** You can! Look for base beacons and teleport points. Simply place the teleporter of your choice and a beacon (or 9) Then go to the place you'd like the teleporter to take you and place the necessary teleport point.
  65.  
  66. **What about sounds and music?** We don't yet have ambient sounds you can place like you do items but there is a catalog of things or you can place your own music.
  67.  
  68. ##Music
  69.  
  70. New command: /sg_music "filename" will play the given sound file in the supergroup base, using the Music channel. You must have base editing permissions to use this command.
  71.  
  72. This will play any sound file from inside the piggs or data folders. Everybody who enters the base will hear the music you selected if it is in the pigg files; but if you place your own .ogg files in your data/sound/ogg folder, only you (and those who have a file with the same name in that folder) will hear it.
  73.  
  74. The music will update in real time if you use the command while inside your base, so you can use this to pseudo-DJ events in your base.
  75.  
  76. File names that end in _loop will loop forever. This is not something I came up with, that's how the game's always worked. So if you use /sgmusic "levelup7" it will play the level up sound once (when you enter the base) and then be silent, but if you use /sgmusic "Objective_loop" it will play the glowies sound forever (and drive everybody insane looking for it.)
  77.  
  78. To remove the music, use /sgmusic ""; currently playing music will fade out, not abruptly stop.
  79.  
  80. #Music
  81.  
  82. i20_01High_a_Loop: Dramatic music. "01" can become "02" and "03." "a" can become "b" and "c." "High" can become "Low." Many variations.
  83.  
  84. BankHeist_loop: Fast paced techno
  85.  
  86. Carnival3_loop: Generic carnival music
  87.  
  88. Cave2_loop and Cave4_loop: Quiet military-style techno
  89.  
  90. CDEC_Lobby_Music_Loop: Peaceful chords
  91.  
  92. Chant1_loop: Ominous chanting
  93.  
  94. Freakshow1_loop and Freakshow2_loop: Industrial grungy techno
  95.  
  96. GiantShivanMission_Loop: Dramatic fight music
  97.  
  98. H_music1_loop_new and H_music1_loop: CoH Main Menu theme
  99.  
  100. JMission5_loop: Jazzy techno
  101.  
  102. N_MenuMusic_loop: New main menu theme
  103.  
  104. NewRave1_loop to NewRave6_loop: Pocket D
  105.  
  106. P_Music1_loop: Going Rogue main menu theme
  107.  
  108. SkullsRaveMusic_loop: Heavy techno
  109.  
  110. SigStoryArc_Combat_Loop: Increasingly dramatic theme
  111.  
  112. SpeakeasyMusic_loop: Upbeat, light techno
  113.  
  114. SpookyCaveRoom_loop: Slow, ambient chords
  115.  
  116. Stats_loop: Generic techno
  117.  
  118. Studio55_01_Loop: Generic house music
  119.  
  120. TsooAmb1_loop: Peaceful bells and chords
  121.  
  122. V_Music1_loop: CoV main menu theme
  123.  
  124. Yins2_loop: Chinese beat
  125.  
  126. #Ambiance (Misc.)
  127.  
  128. Agony1_loop and Agony2_loop: Crazy noises made by crazy people
  129.  
  130. Bar2_loop: Crowded bar
  131.  
  132. BarAmb2_loop: Quiet bar
  133.  
  134. Boat1_loop to Boat4_loop: Boat engine and rushing water, with horns in the distance
  135.  
  136. Blackwand2_loop: Pulsing energy
  137.  
  138. Cadence_loop: Distant marching steps and drum beats
  139.  
  140. Cellblock_loop and Cellblock2_loop: Sirens and ringing bells
  141.  
  142. ChurchBells_loop: Church bells
  143.  
  144. ColiseumCrowd_Ambience_1_loop to ColiseumCrowd_Ambience_4_loop: Shouting audience
  145.  
  146. crwodamb2_loop: Crowd
  147.  
  148. CrystalSteamPit_loop: Pulsing energy
  149.  
  150. Donut_loop: Restaurant
  151.  
  152. factory3_loop and factory4_loop: Quiet, metal thumping
  153.  
  154. factoryrattle_loop: Rattling machines
  155.  
  156. FastFood_loop: Crowded restaurant
  157.  
  158. FirstWard_ShadowyComets_Loop: Distorted pulse with high pitch streaks
  159.  
  160. FirstWard_ShadowyOrb1_Loop: High pitch whining hum
  161.  
  162. Flotilla_EngineRoom_Clack_Loop: Clacking noise
  163.  
  164. Flotilla_EngineRoom_Water_Loop: Echoing, hollow ship interior
  165.  
  166. Flotilla_MachinePulse1_Loop and Flotilla_MachinePulse2_Loop: Distant machines pulsing
  167.  
  168. Flotilla_ShipCreaks1_Loop: Creaking metal
  169.  
  170. hospital5_loop: Hospital room
  171.  
  172. gamblingamb1_loop: Crowd and jingling coins
  173.  
  174. generaldestruction_loop: Chaos
  175.  
  176. giantpump_loop: Rhythmic, distant, hollow thumping metal
  177.  
  178. KingsRowSirens_Loop: Distant sirens
  179.  
  180. klaxon2_loop: Klaxon
  181.  
  182. Mariachi_loop: Mariachi band
  183.  
  184. Midnight_Club_Library_02_Loop: Hushed whispers and rustling
  185.  
  186. MonkeyFight1_loop: Monkey fight
  187.  
  188. MusicStore_Loop: Terrible violin
  189.  
  190. nemesisbubble_loop: Soft bubbling with tinny hum
  191.  
  192. NemesisHalberd_loop: Quiet burning
  193.  
  194. outbreak4_loop: Riot with sirens
  195.  
  196. Pinball1_loop: Pinball
  197.  
  198. Prison1_loop: Prison riot, high-pitched siren
  199.  
  200. PoolAmb1_loop: Pool hall
  201.  
  202. PropPA_loop: Low, droning voice over a PA
  203.  
  204. Propaganda1_loop: Deep, booming voice over PA
  205.  
  206. PRadio1_loop: Quiet, police radio chatter
  207.  
  208. radiocom1_loop: Tinny, distorted, alien-like voice
  209.  
  210. RecluseVO3_loop: Recluse's Grandville speech
  211.  
  212. Resistance_Ghouls_Battle1L_Loop: Warfare
  213.  
  214. Ruladak1_loop: Low, pulsing hum
  215.  
  216. RularuuMonumentBuild_loop: Distorted dimensional energy hum
  217.  
  218. RuneVox_loop Airy, mystic hum
  219.  
  220. Sentinal3_loop: Distorted, echoing, strange noises
  221.  
  222. Siren1_loop: High-pitched siren
  223.  
  224. sonor2_loop: Sonar
  225.  
  226. Spooky2_loop: Creepy background noise
  227.  
  228. tele1_loop Telephone
  229.  
  230. VoxStatic_loop: Distorted voice
  231.  
  232. WoodenGears2_loop: Wooden gears moving
  233.  
  234. #Ambiance (Nature)
  235.  
  236. Apparitions_LieutenantAura_Loop: Distorted wind
  237.  
  238. Apparitions_MinionAura_Loop: Low, distorted wind
  239.  
  240. ActiveMold_loop: Low, rattling, bubbling sounds
  241.  
  242. Bats_Scattered_Loop: Chattering bats
  243.  
  244. birds_loop Birds chirping
  245.  
  246. BoneClub_loop: Hollow hum
  247.  
  248. calmwater_loop Calm pond
  249.  
  250. Cave_Pool_01_Loop to Cave_Pool_04_Loop: Echoing pool of water
  251.  
  252. Cave_River_ActiveA_01_Loop to Cave_River_ActiveC_01_Loop: Rushing river
  253.  
  254. Cave_River_Alcove_01_Loop to Cave_River_Alcove_03_Loop: Calm, moving water
  255.  
  256. Cave_River_CalmA_01_Loop to Cave_River_CalmC_01_Loop: Moving water
  257.  
  258. Cave_Trickle_01_Loop and Cave_Trickle_03_Loop: Echoing, dripping water
  259.  
  260. Cave_Wind_02_Loop and Cave_Wind_04_Loop and Cave_Wind_05_Loop Calm wind
  261.  
  262. ChantryThunder_loop and ChantryThunder2_loop Storm system
  263.  
  264. CloudOfIce_Loop: Quiet, icy wind
  265.  
  266. CragsWind_Loop: Quiet wind
  267.  
  268. creatures_loop Various animal sounds
  269.  
  270. CricketsBirds_loop: Crickets, birds, and owls
  271.  
  272. DestroyedOurorobos_Wind_Loop Soft wind and thunder
  273.  
  274. EdenAmb1_loop: Wild birds
  275.  
  276. FirstWard_InvertedShadowyPaths_Loop: Park, birds, pulsing hum
  277.  
  278. FirstWard_Vortex1_Loop: Plusing, low grumbles that shift into higher pitched winds
  279.  
  280. FirstWard_WaterLapsBuilding01_Loop and FirstWard_WaterLapsBuilding02_Loop: Shoreline
  281.  
  282. FirstWard_Wind_Hi_Loop: Loud wind
  283.  
  284. FogWind_loop: Still, empty wind
  285.  
  286. Giantoctopus_loop: Low grumbling with water
  287.  
  288. gloop_loop Gloop loop
  289.  
  290. Grasshoppers_Loop: Grasshoppers
  291.  
  292. Grasshoppers-Crickets_Loop: Grasshoppers and crickets
  293.  
  294. gulls1_loop: Seagulls
  295.  
  296. HamidonSeed_Idle_Loop: Distorted insect noises
  297.  
  298. HamidonSeed_Malignant_Continuing_Loop: Bubbling liquid
  299.  
  300. Hamidon_Room_Loop: Slow pulsing hums
  301.  
  302. KingsAmb1_loop: Empty wind
  303.  
  304. LavaBG_loop: Lava
  305.  
  306. LiquidTank_Loop: Bubbling liquid
  307.  
  308. Midnight_Club_01_Loop: Empty cave
  309.  
  310. Mushroomportal_loop: Soft, windy hum with whispers
  311.  
  312. N_Rain_Loop: Rain
  313.  
  314. RobotRoom2_loop: Rumbling lava
  315.  
  316. room1_loop: Empty air
  317.  
  318. room2_loop: Deeper empty air
  319.  
  320. rularuustorm_loop: Wind, thunder, and electricity
  321.  
  322. SeedOfHamidon_Breathing_Loop: Whale sounds
  323.  
  324. SeedofHamidon_LowHealth_Loop: Echoing bubbles
  325.  
  326. Stringa_loop: Ocean, seagulls and distant sounds of boats
  327.  
  328. StormHit_loop: Crackling electricity with low, rumbling winds
  329.  
  330. ThePit_loop: Quiet cave hum
  331.  
  332. Thermite_loop: Low hum
  333.  
  334. thorneyes_loop: Grinding hum
  335.  
  336. Tumbleweed_Wind_Loop: High pitched wind with tumbleweeds billowing
  337.  
  338. WaterfallClose_01_Loop to WatervallClose_03_Loop: Waterfall
  339.  
  340. WaterWaves_02Stereo_Loop: Waves on the shoreline
  341.  
  342. WavesGulls_loop: Sea and seagulls
  343.  
  344. windleaves2_loop: Wind blowing leaves
  345.  
  346. Wind_Wintry_Loop: Fierce, chilling wind
  347.  
  348. Windtunnel_loop: Wind
  349.  
  350.  
  351. #Ambiance (Tech)
  352.  
  353. 5thColumnPortal_loop: Loud, obnoxious portal
  354.  
  355. ArachElev2_loop: Low Pulse
  356.  
  357. ArachnosStatic_loop: Distorted, erratic static
  358.  
  359. beepIBM_loop: Crazy erratic beeping
  360.  
  361. ControlRoom2_loop: Beeping Sci-fi terminals
  362.  
  363. IDF_BattleOrbI_Idle_Loop to IDF_BattleOrbIII_Idle_Loop: Vibrating hum
  364.  
  365. Data2_loop: Rattling tech
  366.  
  367. DataConsole1b_loop: Soft, erratic beeping
  368.  
  369. electricalring_loop: Hum with electricity
  370.  
  371. EmpowermentMachine_loop: Rushing air
  372.  
  373. EmpowermentMachinePulse1_Loop: Slow engine
  374.  
  375. EmpowermentMachinePulse2_Loop: Slower Engine
  376.  
  377. EmpowermentMachineSqueak_Loop: High-pitched squeaking/grinding engine
  378.  
  379. EmpowermentMachineSteam_Loop: Obnoxious, grinding steam sound
  380.  
  381. Gen1_loop: Light generator hum
  382.  
  383. GroundingRayIdle_Loop: Pulsing, high-tech energy
  384.  
  385. HD_loop: High-pitched, squeaking fan
  386.  
  387. hipower_loop: Fans and generic humming machines
  388.  
  389. Laser1_loop: Tinny, high-pitched hum
  390.  
  391. nemesis2_loop: Idle engine
  392.  
  393. NemesisDrill_loop and NemesisDrill2_loop: Loud engines
  394.  
  395. OroborosPortal_loop: Pulsing portal
  396.  
  397. particle_loop: Humming tech
  398.  
  399. particlehit_loop: Distorted humming tech
  400.  
  401. PhalanxAmb4_loop: Beeping, Sci-fi computers
  402.  
  403. pillboxforcefield_loop: Low forcefield
  404.  
  405. Portal2_loop and Portal2b_loop: Pulsing portal
  406.  
  407. portal4_loop: Low, tinny forcefield
  408.  
  409. powermaul_loop: Pulsing electricity
  410.  
  411. RiktiDataRm2_loop: Erratic, distorted hum
  412.  
  413. robotbeep1_loop and robotbeep2_loop: Erratic beeping
  414.  
  415. Sapper2_loop: Crackling electricity
  416.  
  417. Turbine2_loop: Low, rotating generator
  418.  
  419. vortex1_loop: Distorted portal
  420.  
  421. vortex3_loop: Pulsing, distorted portal
  422.  
  423.  
  424. #Music+Ambiance
  425.  
  426.  
  427. BoomMix_loop: Techno boombox sounds, with radio static and voiceover
  428.  
  429. Chalet_loop: Accordion music with chattering crowd
  430.  
  431. Jukebox2_loop: An assortment of slightly muffled, old songs. Cassette put into a machine before each one
  432.  
  433. loungemusic1_loop: Lounge music, primarily trumpet, with people speaking and plates clattering in the background
  434.  
  435. Oroboros_loop: Some birds chirping over a calm piano song. Hints of wind and water flowing in the background.
  436.  
  437. Swiss_loop: Ski chalet ambiance
  438.  
  439. Tiki4b_loop: Tribal drum beats, with applause every few minutes
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