Team Fortress 2/Creating a CP assault map: Difference between revisions
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The specified time seems a little short to win 3 rounds, that's why the control points need to be set up for this. For each '''[[trigger_capture_area]]''' add an output of '''OnCapTeam2''', | The specified time seems a little short to win 3 rounds, that's why the control points need to be set up for this. For each '''[[trigger_capture_area]]''' add an output of '''OnCapTeam2''', targeting <tt>start_timer</tt> via the input '''AddTime'''. You will want to set the parameter to the same amount as the time limit in the beginning.<br /> | ||
Moving on to address the issue of Red not being able to win. You need to add a '''[[game_round_win]]''' entity for this. Set its '''Name''' to <tt>end_of_game</tt> and its '''Team''' to Red. You will also want to set '''Force map reset''' and '''Switch teams on map win?''' to <tt>Yes</tt>. Now, go back to the timer and add an output of '''OnFinished''', | Moving on to address the issue of Red not being able to win. You need to add a '''[[game_round_win]]''' entity for this. Set its '''Name''' to <tt>end_of_game</tt> and its '''Team''' to Red. You will also want to set '''Force map reset''' and '''Switch teams on map win?''' to <tt>Yes</tt>. Now, go back to the timer and add an output of '''OnFinished''', targeting <tt>end_of_game</tt> via input '''RoundWin'''. As soon as the timer expires, RED team wins the game.<br /> | ||
The issue of Blu not being able to win is a little bit simpler: add another '''[[game_round_win]]''' entity with the same keyvalues as the last one, except for the '''Name''', which should be <tt>blue_win</tt> and the '''Team''', which should be Blue. For the very last '''[[trigger_capture_area]]''' of the very last round, add an output of '''OnCapTeam2''', | The issue of Blu not being able to win is a little bit simpler: add another '''[[game_round_win]]''' entity with the same keyvalues as the last one, except for the '''Name''', which should be <tt>blue_win</tt> and the '''Team''', which should be Blue. For the very last '''[[trigger_capture_area]]''' of the very last round, add an output of '''OnCapTeam2''', targeting <tt>blue_win</tt> via input '''RoundWin'''. | ||
=Theory= | =Theory= | ||
This is the end of the tutorial. You should have a fully functional linear round-based map. If you have any questions, complaints, shoot, on the [[Talk:Creating_A_Linear_Gameplay_Map|talk page]]. | This is the end of the tutorial. You should have a fully functional linear round-based map. If you have any questions, complaints, shoot, on the [[Talk:Creating_A_Linear_Gameplay_Map|talk page]]. |
Revision as of 11:55, 25 November 2007
This tutorial covers the creation of a Dustbowl-style system of rounds.
Outlining
This section will cover the outlines of the linear system.
Step 1
This tutorial is assuming that you already created the skeleton of your map - which would be the status when the map is nearly completed. The map this tutorial is going to use is a simple, three round map you can see on the picture. It would be vital that you check out the labels on the picture, as everything is written down using those labels.
Step 2
This step introduces the usage of the team_control_point_master and team_control_point_round entities.
Place a team_control_point_master anywhere on your map and go to its properties. The setup differs from a one-round map, as, basically the team_control_point_round entities control the gameplay - much like in a parliamentary democracy: the nation has its own head of the state, but the parliament is governing. Set the Switch teams on map win? field to Yes, and this entity is done. The next step is placing as many team_control_point_round entities as many rounds your map has. The properties of these entities are much like those of the master. Make sure you set an easily identifiable name for each round, such as round_1. The priority field will make sure that the game is linear: Set it to 100 for the first round, 99 for the second round and so on. You may also want to restrict the defending team from winning - set the Restrict team from winning to Red. Finally, in the Control points in this round field, input the Names of the control points for that round, separated by a space.<br˛/>
You may also use the OnWonByTeam1, OnStart and OnWonByTeam2 outputs of the round controls to enable/disable certain entities on the map.
Setup
In this section, you will learn how to set up different entities for round-based gameplay.
Step 1
Now that you have your rounds, you might want to specify the entry points of each team. Now, if you had placed info_player_teamspawn entities on your map, you will either have to delete them all or configure them individually. It is advised that you place one of these spawns in each spawnroom, and when you have them configured, copy it multiple times. Set the teamspawn's Team keyvalue to any of the teams, it doesn't matter. What might matter is Associated Control Point - if you want the spawnplace to be useable by the team who owns a certain control point, then input its name into this field. Important fields are Blue and Red spawn for round. Type the name of the rounds into these fields for which you want a team to spawn at these spawnpoints.
Step 2
The map has almost everything it requires, there is only one little problem: neither teams can win. To fix this problem, add a team_round_timer entity. Its keyvalues are explained in the table below.
Keyvalue | Description | Suggested value |
---|---|---|
Name | Self-explanatory | start_timer |
Timer Length | The time limit at the beginning (in seconds) | 180-300 depending on difficulty |
Max Timer Length | The maximum amount of time limit (0 = no limit) | 0 |
Setup Timer Length | The setup time, before the gates open | 45-60 |
Reset Time on Round Restart | Self-explanatory | No |
Use Countdown Sounds | Self-explanatory | Yes |
Show Timer in HUD | Self-explanatory | Yes |
You can use this entity to open the doors of the attacking team's spawnrooms. To do this, create logic_relay entities, name them in a sequence such as relay_spawn_1, relay_spawn_2 and so on. Disable all of them but the first one. Add these outputs to the timer:
Output | Target | Input | Parameter | Delay |
---|---|---|---|---|
OnSetupFinished | relay_spawn_1 | Trigger | 0.00 | |
OnSetupFinished | relay_spawn_2 | Trigger | 0.00 |
And so on for all of them. On each relay, add these outputs:
Output | Target | Input | Parameter | Delay |
---|---|---|---|---|
OnTrigger | (name of this relay) | Disable | 0.00 | |
OnTrigger | (spawnroom door name) | Open | 0.00 | |
OnTrigger | (name of the next relay (for example if this is relay_spawn_1, then relay_spawn_2)) | Enable | 0.00 |
The specified time seems a little short to win 3 rounds, that's why the control points need to be set up for this. For each trigger_capture_area add an output of OnCapTeam2, targeting start_timer via the input AddTime. You will want to set the parameter to the same amount as the time limit in the beginning.
Moving on to address the issue of Red not being able to win. You need to add a game_round_win entity for this. Set its Name to end_of_game and its Team to Red. You will also want to set Force map reset and Switch teams on map win? to Yes. Now, go back to the timer and add an output of OnFinished, targeting end_of_game via input RoundWin. As soon as the timer expires, RED team wins the game.
The issue of Blu not being able to win is a little bit simpler: add another game_round_win entity with the same keyvalues as the last one, except for the Name, which should be blue_win and the Team, which should be Blue. For the very last trigger_capture_area of the very last round, add an output of OnCapTeam2, targeting blue_win via input RoundWin.
Theory
This is the end of the tutorial. You should have a fully functional linear round-based map. If you have any questions, complaints, shoot, on the talk page.