Team score with brushes: Difference between revisions

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==Step 1 ~ Create your trigger object==
==Step 1 ~ Create your trigger object==


First create the object you want to trigger the team score with, this will most likely be a ball or some kind of flag for CTF. Once you have made your object name it something meaningfull like game_ball if its a ball or red_flag if its a flag. (for two trigger objects like in CTF just make two objects and name them differently)
First create the object you want to trigger the team score with, this will most likely be a ball or some kind of flag for CTF. This can be done by creating a brush in the shape you want (sphere for a ball) and clicking the '''To Entity''' button on the right hand tool panel in hammer. When the shape is turned into an entity the default setting is usually a func_detail, but this can be changed to whatever entity type you need for the game you are making though for this tutorial we will make it into a '''func_physbox'''.
 


==Step 2 ~ Setup your goal area==
==Step 2 ~ Setup your goal area==


Once you have your objects you must make the trigger area that causes the team score to be advanced/decreased (cap area, goal ect ect)
Once you have your objects you must make the trigger area that causes the team score to be advanced/decreased (cap area, goal ect ect)

Revision as of 02:32, 16 July 2007


Overview

This tutorial will show you how to activate the team score in a HL2DM (Half-life 2 Deathmatch) using only brushes, which will allow you to create games like football, CTF, or other games that use a phys object to trigger team score.

**This tutorial assumes you have already created a map and spawns**

Step 1 ~ Create your trigger object

First create the object you want to trigger the team score with, this will most likely be a ball or some kind of flag for CTF. This can be done by creating a brush in the shape you want (sphere for a ball) and clicking the To Entity button on the right hand tool panel in hammer. When the shape is turned into an entity the default setting is usually a func_detail, but this can be changed to whatever entity type you need for the game you are making though for this tutorial we will make it into a func_physbox.

Step 2 ~ Setup your goal area

Once you have your objects you must make the trigger area that causes the team score to be advanced/decreased (cap area, goal ect ect)