Dreamball:Creating Checkpoints: Difference between revisions
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in the the official Dreamball maps by placing the prefabs/gameplay/checkpoint.vmf in your map. | in the the official Dreamball maps by placing the prefabs/gameplay/checkpoint.vmf in your map. | ||
[[ | [[File:checkpoint.jpg|thumb|right|250px|Pre-made checkpoint]] | ||
Or you can make your own which is a simple setup. | Or you can make your own which is a simple setup. | ||
The elements that make up the checkpoint are: | The elements that make up the checkpoint are: | ||
*[[ | *[[db trigger respawn]] | ||
*[[ | *[[db trigger checkpoint]] | ||
Both are trigger brush-based entities, simply create your brush with the tools/toolstrigger texture and tie the entity to it. | Both are trigger brush-based entities, simply create your brush with the tools/toolstrigger texture and tie the entity to it. | ||
==db_trigger_respawn== | |||
The [[ | The [[db trigger respawn]] goes underneath your map (or just anywhere you want players to trigger a respawn). Place this brush in the areas where you want them to trigger the respawn. There's nothing you need to do else for this entity, just leave it there and it'll always trigger the respawns. | ||
==db_trigger_checkpoint== | |||
You place the [[ | You place the [[db trigger checkpoint]] where you want to trigger a new checkpoint. If you don't have one of these triggers the game will just use your starting [[info marble start]] entity as a spawn point. Make one of these brushes where you want to trigger a checkpoint. Then place an [[info teleport destination]] where you want the respawn point to be and name it '''my_respawn_point'''. Now go inside your [[db trigger checkpoint]] and in the '''Respawn Point''' field type the name of your respawn point. In this case; '''my_respawn_point'''. Now when you start your map and roll into the [[db trigger respawn]] you will spawn at the starting spawn point. Now roll into the [[db trigger checkpoint]] and you will enable the '''my_respawn_point''' spawn so when you now roll into the [[db trigger respawn]] you will spawn at the my_respawn_point location. | ||
You can place more [[ | You can place more [[db trigger checkpoint]]'s in a linear fashion for enabling new checkpoints. Just simply make another [[db trigger checkpoint]] brush with another [[info teleport destination]] and name it '''my_respawn_point2'''. Now roll through this second [[db trigger checkpoint]] and your new spawn point will be '''my_respawn_point2'''. | ||
If you want to use the checkpoint model we used in our maps, place the prefab "prefabs/gameplay/checkpoint.vmf" in your map. This prefab has the [[ | If you want to use the checkpoint model we used in our maps, place the prefab "prefabs/gameplay/checkpoint.vmf" in your map. This prefab has the [[db trigger checkpoint]] in it and will be automatically used, just simply place this prefab in your map and your good to go. If you want to use a second checkpoint.vmf prefab, place the prefab again and rename the names to the next number in line so they're unique. So '''Cpoint1_target''' should be '''Cpoint2_target''' and same for the sounds/particles. | ||
{{tip|[[ | {{note|checkpoint triggers save your abilities (powerups) and your current marble model on touch. i.e. if you touch a checkpoint trigger while using a metal marble, with no powerups, when you next spawn you will spawn with the same as you had at the time you triggered it. In this case, with just the metal marble. So any powerups / model switching done after the checkpoint trigger will be removed on respawn.}} | ||
{{tip|[[db trigger checkpoint]]'s can fire outputs in them for things like playing sounds / emitting particles on trigger}}. | |||
==See also== | ==See also== | ||
*" | *"Dreamball Dev Kit/SDK_content/prefabs/gameplay/checkpoint.vmf" - a pre-made checkpoint model already setup | ||
*" | *"Dreamball Dev Kit/SDK_content/mapsrc/sdk_checkpoints.vmf" - an example map of using checkpoint / respawn triggers | ||
*[[ | * [[db trigger respawn]] | ||
*[[ | * [[db trigger checkpoint]] | ||
* [[List of Dreamball Entities]] | |||
* [[Dreamball Level Creation]] | |||
[[Category:Dreamball]] |
Latest revision as of 09:16, 8 January 2024
Creating checkpoints in your map is a simple process. You can use the checkpoint model seen in the the official Dreamball maps by placing the prefabs/gameplay/checkpoint.vmf in your map.
Or you can make your own which is a simple setup. The elements that make up the checkpoint are:
Both are trigger brush-based entities, simply create your brush with the tools/toolstrigger texture and tie the entity to it.
db_trigger_respawn
The db trigger respawn goes underneath your map (or just anywhere you want players to trigger a respawn). Place this brush in the areas where you want them to trigger the respawn. There's nothing you need to do else for this entity, just leave it there and it'll always trigger the respawns.
db_trigger_checkpoint
You place the db trigger checkpoint where you want to trigger a new checkpoint. If you don't have one of these triggers the game will just use your starting info marble start entity as a spawn point. Make one of these brushes where you want to trigger a checkpoint. Then place an info teleport destination where you want the respawn point to be and name it my_respawn_point. Now go inside your db trigger checkpoint and in the Respawn Point field type the name of your respawn point. In this case; my_respawn_point. Now when you start your map and roll into the db trigger respawn you will spawn at the starting spawn point. Now roll into the db trigger checkpoint and you will enable the my_respawn_point spawn so when you now roll into the db trigger respawn you will spawn at the my_respawn_point location.
You can place more db trigger checkpoint's in a linear fashion for enabling new checkpoints. Just simply make another db trigger checkpoint brush with another info teleport destination and name it my_respawn_point2. Now roll through this second db trigger checkpoint and your new spawn point will be my_respawn_point2.
If you want to use the checkpoint model we used in our maps, place the prefab "prefabs/gameplay/checkpoint.vmf" in your map. This prefab has the db trigger checkpoint in it and will be automatically used, just simply place this prefab in your map and your good to go. If you want to use a second checkpoint.vmf prefab, place the prefab again and rename the names to the next number in line so they're unique. So Cpoint1_target should be Cpoint2_target and same for the sounds/particles.


.
See also
- "Dreamball Dev Kit/SDK_content/prefabs/gameplay/checkpoint.vmf" - a pre-made checkpoint model already setup
- "Dreamball Dev Kit/SDK_content/mapsrc/sdk_checkpoints.vmf" - an example map of using checkpoint / respawn triggers
- db trigger respawn
- db trigger checkpoint
- List of Dreamball Entities
- Dreamball Level Creation