Prepmap
/prepmap clears a map back to bare geometry so you can build a set on it without the base game's
furniture in the way.
/prepmapis hard-locked to director mode by default. Even a leadership admin is refused unless they have taken the director's chair.
What it does
A stock Jedi Academy map is full of things a scene does not want. Weapons and health pickups litter the
floor and NPC spawners fire on their own. Script runners and dialogue speakers trigger as people walk
past, and half the doors are locked shut. /prepmap removes the lot in one pass, then unlocks the
doors so you can use the whole map as a set.
Using it
There is one form and it takes no arguments.
Run it while standing where you want players to appear, because the spawn point wipe drops a single failsafe spawn at your feet.
What it destroys
In order, /prepmap does all of this with no confirmation prompt:
- kills every live NPC on the map, running real death logic so corpses linger
- removes map items, NPC spawners, dialogue speakers and script runners, and silences trigger sounds
- removes every spawn point, both the map's own and any you placed, then drops one failsafe at your feet
- converts single-player style locked, inactive and targetname doors and panels so they open in multiplayer
- stops any music started with
/setscore - wipes the scene info briefing
Things to note
- There is no confirmation prompt and no undo. The command runs the moment you press enter.
- Map items and map spawn points only come back on a map restart. Loading a scene will not restore them, and the loader warns you when it notices.
- The door conversion is one way. Doors and panels stay openable until the map restarts, even if you load a scene that never unlocked them.
- It does not remove anything you placed. Your models, lights, effects, sounds, locks and camera
boxes all survive. Use
/remove all confirmfor those. - The real command is
/prepmap./prepdoes not exist and will do nothing. - Run it before you build, not after. There is no way to prep a map without taking the spawn points with it.
- Save first. Pair it with a scene save so you can get a set back if you prep the wrong map.
Next
- Placing entities: start dressing the cleared map
- Scenes: save the finished set so one command brings it back
- Locks and spawn points: replace the spawn points the prep removed