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- ##Keys:
- Shift = Hold for vertical movement
- Ctrl = Hold for horizontal movement
- Alt = Hold for spin
- Shift + Alt or Ctrl = hold for 360 spin
- F1 = Cycle through grid sizes
- F2 = Cycle through snap angle degrees
- F3 = Enable or Disable room clipping
- F5 = Cycle through anchor points (floor, wall, ceiling, surface)
- Shift + Tab = Cycle through visible items
- Ctrl + Z = Undo
- ##The Slash commands:
- /edit_base [1/0] = Turn base editing on or off. 1 = on, 0 = off
- /grid_snap [value] = Set item placement grid to [value] degrees. Default grid = 1
- /angle_snap [value] = Set rotation value to [value] degrees. Default snap = 5
- /room_clip [1/0] -- 0 = In parent room, 1 = no constraints
- /see_everything [1/0] = See the boundary boxes for everything in the base. 1 = on, 0 = off
- /stuck - To get back to the base portal
- /sg_passcode [word] = Set the base passcode to [word]-<game generatednumer>
- /base_default_sky <0-15> - Set the default sky setting to one of 15 preset values:
- 0 - Praetoria
- 1 - Atlas Park
- 2 - Boomtown
- 3 - Mercy Island
- 4 - Grandville
- 5 - Cimerora
- 6 - Night Ward
- 7 - Shadow Shard
- 8 - Storm Palace
- 9 - Dense Fog
- 10 - Rikti Invasion
- 11 - Zombie Apocalypse
- 12 - Praetorian Invasion
- 13 - Lighted Paths
- 14 - Shadowed Paths
- 15 - Spaaaaaaaaaace!
- ##FAQ
- **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.
- **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.
- **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.
- **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.
- ##Music
- 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.
- 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.
- 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.
- 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.)
- To remove the music, use /sgmusic ""; currently playing music will fade out, not abruptly stop.
- #Music
- i20_01High_a_Loop: Dramatic music. "01" can become "02" and "03." "a" can become "b" and "c." "High" can become "Low." Many variations.
- BankHeist_loop: Fast paced techno
- Carnival3_loop: Generic carnival music
- Cave2_loop and Cave4_loop: Quiet military-style techno
- CDEC_Lobby_Music_Loop: Peaceful chords
- Chant1_loop: Ominous chanting
- Freakshow1_loop and Freakshow2_loop: Industrial grungy techno
- GiantShivanMission_Loop: Dramatic fight music
- H_music1_loop_new and H_music1_loop: CoH Main Menu theme
- JMission5_loop: Jazzy techno
- N_MenuMusic_loop: New main menu theme
- NewRave1_loop to NewRave6_loop: Pocket D
- P_Music1_loop: Going Rogue main menu theme
- SkullsRaveMusic_loop: Heavy techno
- SigStoryArc_Combat_Loop: Increasingly dramatic theme
- SpeakeasyMusic_loop: Upbeat, light techno
- SpookyCaveRoom_loop: Slow, ambient chords
- Stats_loop: Generic techno
- Studio55_01_Loop: Generic house music
- TsooAmb1_loop: Peaceful bells and chords
- V_Music1_loop: CoV main menu theme
- Yins2_loop: Chinese beat
- #Ambiance (Misc.)
- Agony1_loop and Agony2_loop: Crazy noises made by crazy people
- Bar2_loop: Crowded bar
- BarAmb2_loop: Quiet bar
- Boat1_loop to Boat4_loop: Boat engine and rushing water, with horns in the distance
- Blackwand2_loop: Pulsing energy
- Cadence_loop: Distant marching steps and drum beats
- Cellblock_loop and Cellblock2_loop: Sirens and ringing bells
- ChurchBells_loop: Church bells
- ColiseumCrowd_Ambience_1_loop to ColiseumCrowd_Ambience_4_loop: Shouting audience
- crwodamb2_loop: Crowd
- CrystalSteamPit_loop: Pulsing energy
- Donut_loop: Restaurant
- factory3_loop and factory4_loop: Quiet, metal thumping
- factoryrattle_loop: Rattling machines
- FastFood_loop: Crowded restaurant
- FirstWard_ShadowyComets_Loop: Distorted pulse with high pitch streaks
- FirstWard_ShadowyOrb1_Loop: High pitch whining hum
- Flotilla_EngineRoom_Clack_Loop: Clacking noise
- Flotilla_EngineRoom_Water_Loop: Echoing, hollow ship interior
- Flotilla_MachinePulse1_Loop and Flotilla_MachinePulse2_Loop: Distant machines pulsing
- Flotilla_ShipCreaks1_Loop: Creaking metal
- hospital5_loop: Hospital room
- gamblingamb1_loop: Crowd and jingling coins
- generaldestruction_loop: Chaos
- giantpump_loop: Rhythmic, distant, hollow thumping metal
- KingsRowSirens_Loop: Distant sirens
- klaxon2_loop: Klaxon
- Mariachi_loop: Mariachi band
- Midnight_Club_Library_02_Loop: Hushed whispers and rustling
- MonkeyFight1_loop: Monkey fight
- MusicStore_Loop: Terrible violin
- nemesisbubble_loop: Soft bubbling with tinny hum
- NemesisHalberd_loop: Quiet burning
- outbreak4_loop: Riot with sirens
- Pinball1_loop: Pinball
- Prison1_loop: Prison riot, high-pitched siren
- PoolAmb1_loop: Pool hall
- PropPA_loop: Low, droning voice over a PA
- Propaganda1_loop: Deep, booming voice over PA
- PRadio1_loop: Quiet, police radio chatter
- radiocom1_loop: Tinny, distorted, alien-like voice
- RecluseVO3_loop: Recluse's Grandville speech
- Resistance_Ghouls_Battle1L_Loop: Warfare
- Ruladak1_loop: Low, pulsing hum
- RularuuMonumentBuild_loop: Distorted dimensional energy hum
- RuneVox_loop Airy, mystic hum
- Sentinal3_loop: Distorted, echoing, strange noises
- Siren1_loop: High-pitched siren
- sonor2_loop: Sonar
- Spooky2_loop: Creepy background noise
- tele1_loop Telephone
- VoxStatic_loop: Distorted voice
- WoodenGears2_loop: Wooden gears moving
- #Ambiance (Nature)
- Apparitions_LieutenantAura_Loop: Distorted wind
- Apparitions_MinionAura_Loop: Low, distorted wind
- ActiveMold_loop: Low, rattling, bubbling sounds
- Bats_Scattered_Loop: Chattering bats
- birds_loop Birds chirping
- BoneClub_loop: Hollow hum
- calmwater_loop Calm pond
- Cave_Pool_01_Loop to Cave_Pool_04_Loop: Echoing pool of water
- Cave_River_ActiveA_01_Loop to Cave_River_ActiveC_01_Loop: Rushing river
- Cave_River_Alcove_01_Loop to Cave_River_Alcove_03_Loop: Calm, moving water
- Cave_River_CalmA_01_Loop to Cave_River_CalmC_01_Loop: Moving water
- Cave_Trickle_01_Loop and Cave_Trickle_03_Loop: Echoing, dripping water
- Cave_Wind_02_Loop and Cave_Wind_04_Loop and Cave_Wind_05_Loop Calm wind
- ChantryThunder_loop and ChantryThunder2_loop Storm system
- CloudOfIce_Loop: Quiet, icy wind
- CragsWind_Loop: Quiet wind
- creatures_loop Various animal sounds
- CricketsBirds_loop: Crickets, birds, and owls
- DestroyedOurorobos_Wind_Loop Soft wind and thunder
- EdenAmb1_loop: Wild birds
- FirstWard_InvertedShadowyPaths_Loop: Park, birds, pulsing hum
- FirstWard_Vortex1_Loop: Plusing, low grumbles that shift into higher pitched winds
- FirstWard_WaterLapsBuilding01_Loop and FirstWard_WaterLapsBuilding02_Loop: Shoreline
- FirstWard_Wind_Hi_Loop: Loud wind
- FogWind_loop: Still, empty wind
- Giantoctopus_loop: Low grumbling with water
- gloop_loop Gloop loop
- Grasshoppers_Loop: Grasshoppers
- Grasshoppers-Crickets_Loop: Grasshoppers and crickets
- gulls1_loop: Seagulls
- HamidonSeed_Idle_Loop: Distorted insect noises
- HamidonSeed_Malignant_Continuing_Loop: Bubbling liquid
- Hamidon_Room_Loop: Slow pulsing hums
- KingsAmb1_loop: Empty wind
- LavaBG_loop: Lava
- LiquidTank_Loop: Bubbling liquid
- Midnight_Club_01_Loop: Empty cave
- Mushroomportal_loop: Soft, windy hum with whispers
- N_Rain_Loop: Rain
- RobotRoom2_loop: Rumbling lava
- room1_loop: Empty air
- room2_loop: Deeper empty air
- rularuustorm_loop: Wind, thunder, and electricity
- SeedOfHamidon_Breathing_Loop: Whale sounds
- SeedofHamidon_LowHealth_Loop: Echoing bubbles
- Stringa_loop: Ocean, seagulls and distant sounds of boats
- StormHit_loop: Crackling electricity with low, rumbling winds
- ThePit_loop: Quiet cave hum
- Thermite_loop: Low hum
- thorneyes_loop: Grinding hum
- Tumbleweed_Wind_Loop: High pitched wind with tumbleweeds billowing
- WaterfallClose_01_Loop to WatervallClose_03_Loop: Waterfall
- WaterWaves_02Stereo_Loop: Waves on the shoreline
- WavesGulls_loop: Sea and seagulls
- windleaves2_loop: Wind blowing leaves
- Wind_Wintry_Loop: Fierce, chilling wind
- Windtunnel_loop: Wind
- #Ambiance (Tech)
- 5thColumnPortal_loop: Loud, obnoxious portal
- ArachElev2_loop: Low Pulse
- ArachnosStatic_loop: Distorted, erratic static
- beepIBM_loop: Crazy erratic beeping
- ControlRoom2_loop: Beeping Sci-fi terminals
- IDF_BattleOrbI_Idle_Loop to IDF_BattleOrbIII_Idle_Loop: Vibrating hum
- Data2_loop: Rattling tech
- DataConsole1b_loop: Soft, erratic beeping
- electricalring_loop: Hum with electricity
- EmpowermentMachine_loop: Rushing air
- EmpowermentMachinePulse1_Loop: Slow engine
- EmpowermentMachinePulse2_Loop: Slower Engine
- EmpowermentMachineSqueak_Loop: High-pitched squeaking/grinding engine
- EmpowermentMachineSteam_Loop: Obnoxious, grinding steam sound
- Gen1_loop: Light generator hum
- GroundingRayIdle_Loop: Pulsing, high-tech energy
- HD_loop: High-pitched, squeaking fan
- hipower_loop: Fans and generic humming machines
- Laser1_loop: Tinny, high-pitched hum
- nemesis2_loop: Idle engine
- NemesisDrill_loop and NemesisDrill2_loop: Loud engines
- OroborosPortal_loop: Pulsing portal
- particle_loop: Humming tech
- particlehit_loop: Distorted humming tech
- PhalanxAmb4_loop: Beeping, Sci-fi computers
- pillboxforcefield_loop: Low forcefield
- Portal2_loop and Portal2b_loop: Pulsing portal
- portal4_loop: Low, tinny forcefield
- powermaul_loop: Pulsing electricity
- RiktiDataRm2_loop: Erratic, distorted hum
- robotbeep1_loop and robotbeep2_loop: Erratic beeping
- Sapper2_loop: Crackling electricity
- Turbine2_loop: Low, rotating generator
- vortex1_loop: Distorted portal
- vortex3_loop: Pulsing, distorted portal
- #Music+Ambiance
- BoomMix_loop: Techno boombox sounds, with radio static and voiceover
- Chalet_loop: Accordion music with chattering crowd
- Jukebox2_loop: An assortment of slightly muffled, old songs. Cassette put into a machine before each one
- loungemusic1_loop: Lounge music, primarily trumpet, with people speaking and plates clattering in the background
- Oroboros_loop: Some birds chirping over a calm piano song. Hints of wind and water flowing in the background.
- Swiss_loop: Ski chalet ambiance
- Tiki4b_loop: Tribal drum beats, with applause every few minutes
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