SEE BOTTOM FOR CLARIFICATION ON REUSABILITY.
Sometimes you look at players on your server and think, "I wanna mess with them. I wanna see them freak out." What better way to make them freak out than to turn the entire map into GFZROCK?
All you need do is enter the command GFZROCK in the console. Trust me, your servergoers will love it.
Maybe GFZROCK isn't your style though. I got you. This command is quite flexible. Here's the format.
GFZROCK [flat] [texture] [sound]
flat - the flat (floor image) to use for floors
texture - the texture (wall image) to use for walls
sound - the sound to play when the command is entered. Preferably prefixed with sfx_ but not required.
If any of these arguments is not included, or there is no way what was given can be valid (ever), then it will default to GFZFLR01, GFZROCK, or sfx_nrfths (my own incredible sound that you'll love) respectively.
If any argument is ! , then that one will be ignored. That is, flats or textures will be ignored, or no sound will play.
If you want an argument to be the default but need to get to a later argument, you can use an invalid value. My suggestion would be to use . since it's short and easy.
See the screenshots for some examples. In order they are:
GFZROCK
GFZROCK SPRING AAZBRIDH sfx_spdpad
GFZROCK HONEYWS4 HONEYF03
GFZROCK GLASS74F DC5
Additional examples:
GFZROCK . GHZWALLA ! (default to GFZFLR01 for flat, don't play a sound)
GFZROCK JNGGRS04 (default to GFZROCK and sfx_nrfths)
GFZROCK F_SKY1 ! sfx_nbmper (don't replace textures)
TECHNICAL NOTES:
How tall the collision of some walls are (midtextures specifically) is dependent on the size of the texture. When replacing walls, some walls might become shorter or taller, which can affect how the map works, or even make it impossible to finish!
Some textures are untouched by this command. This is become some special functions in a map are controlled by texture names, so it wouldn't be okay for the command to change them. Normally, such textures are never visible, so there's no visible impact to the command either.
REGARDING REUSABILITY:
Anyone is allowed to use my code as reference. Making code that uses mine as a guide is no issue to me, and you never need to ask, but I would appreciate being credited. If you would like to directly use my code (my tables of blacklisted linedef specials is very useful), then I would appreciate being asked and credited. Bottom line, use my code as a resource, but don't take my work for granted, and don't pretend that it's yours if you use it!
Sometimes you look at players on your server and think, "I wanna mess with them. I wanna see them freak out." What better way to make them freak out than to turn the entire map into GFZROCK?
All you need do is enter the command GFZROCK in the console. Trust me, your servergoers will love it.
Maybe GFZROCK isn't your style though. I got you. This command is quite flexible. Here's the format.
GFZROCK [flat] [texture] [sound]
flat - the flat (floor image) to use for floors
texture - the texture (wall image) to use for walls
sound - the sound to play when the command is entered. Preferably prefixed with sfx_ but not required.
If any of these arguments is not included, or there is no way what was given can be valid (ever), then it will default to GFZFLR01, GFZROCK, or sfx_nrfths (my own incredible sound that you'll love) respectively.
If any argument is ! , then that one will be ignored. That is, flats or textures will be ignored, or no sound will play.
If you want an argument to be the default but need to get to a later argument, you can use an invalid value. My suggestion would be to use . since it's short and easy.
See the screenshots for some examples. In order they are:
GFZROCK
GFZROCK SPRING AAZBRIDH sfx_spdpad
GFZROCK HONEYWS4 HONEYF03
GFZROCK GLASS74F DC5
Additional examples:
GFZROCK . GHZWALLA ! (default to GFZFLR01 for flat, don't play a sound)
GFZROCK JNGGRS04 (default to GFZROCK and sfx_nrfths)
GFZROCK F_SKY1 ! sfx_nbmper (don't replace textures)
TECHNICAL NOTES:
How tall the collision of some walls are (midtextures specifically) is dependent on the size of the texture. When replacing walls, some walls might become shorter or taller, which can affect how the map works, or even make it impossible to finish!
Some textures are untouched by this command. This is become some special functions in a map are controlled by texture names, so it wouldn't be okay for the command to change them. Normally, such textures are never visible, so there's no visible impact to the command either.
REGARDING REUSABILITY:
Anyone is allowed to use my code as reference. Making code that uses mine as a guide is no issue to me, and you never need to ask, but I would appreciate being credited. If you would like to directly use my code (my tables of blacklisted linedef specials is very useful), then I would appreciate being asked and credited. Bottom line, use my code as a resource, but don't take my work for granted, and don't pretend that it's yours if you use it!