Push Gameplay
I realize this is not a complete walkthrough tutorial, but this is as good as i am able to get at my current work load.
I had originally posted on here, in the discussion page, as well as on hl2coding, and would like to direct you back there so i dont have to copy over all the images, that are used just for relaying what im trying to do with this entity.
You guys can ... wikificate this all you wish. Its working, tested and in game as it stands.
1 Brush Entity 1 FGD Entry
Done...
Brush Entity
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: White --- Push Point Entity // //=============================================================================// #include "cbase.h" extern ConVar showtriggers; class CPushPoint : public CBaseToggle { public: DECLARE_CLASS( CPushPoint, CBaseToggle ); DECLARE_DATADESC(); void Spawn( void ); virtual void StartTouch( CBaseEntity *pOther ); virtual void EndTouch( CBaseEntity *pOther ); void PlayerUpdateThink(); bool CreateVPhysics( void ); // Push Functions int GetStatus( void ); private: // Push Controls int m_nControlled; // Has this point been captured? By which team? float m_fCaptured; // Timer for capture // Alien Variables & Outputs COutputEvent m_OnAlienCapture; COutputEvent m_OnAlienStartTouch; COutputEvent m_OnAlienEndTouch; CUtlVector<CBasePlayerHandle> m_hAliens; // Human Variables & Outputs COutputEvent m_OnHumanCapture; COutputEvent m_OnHumanStartTouch; COutputEvent m_OnHumanEndTouch; CUtlVector<CBasePlayerHandle> m_hHumans; // Mapping Tagged Fields string_t m_sNext; string_t m_sPrev; string_t m_sLocation; float m_fCapture_time; // Misc. Outputs COutputEvent m_OnCapture; COutputEvent m_OnStartTouch; COutputEvent m_OnEndTouch; }; LINK_ENTITY_TO_CLASS( push_block, CPushPoint ); // Start of our data description for the class BEGIN_DATADESC( CPushPoint ) // Think Functions DEFINE_THINKFUNC( PlayerUpdateThink ), // Mapping Tagged Fields DEFINE_KEYFIELD( m_sNext, FIELD_STRING, "next" ), DEFINE_KEYFIELD( m_sPrev, FIELD_STRING, "prev" ), DEFINE_KEYFIELD( m_sLocation, FIELD_STRING, "location"), DEFINE_KEYFIELD( m_fCapture_time, FIELD_FLOAT, "timer" ), // Alien Outputs DEFINE_OUTPUT( m_OnAlienCapture, "OnAlienCapture" ), DEFINE_OUTPUT( m_OnAlienStartTouch, "OnAlienStartTouch" ), DEFINE_OUTPUT( m_OnAlienEndTouch, "OnAlienEndTouch" ), // Human Outputs DEFINE_OUTPUT( m_OnHumanCapture, "OnHumanCapture" ), DEFINE_OUTPUT( m_OnHumanStartTouch, "OnHumanStartTouch" ), DEFINE_OUTPUT( m_OnHumanEndTouch, "OnHumanEndTouch" ), // Misc. Outputs DEFINE_OUTPUT( m_OnCapture, "OnCapture" ), DEFINE_OUTPUT( m_OnStartTouch, "OnStartTouch" ), DEFINE_OUTPUT( m_OnEndTouch, "OnEndTouch" ), END_DATADESC() //----------------------------------------------------------------------------- // Purpose: Sets up the entity's initial state //----------------------------------------------------------------------------- void CPushPoint::Spawn( void ) { m_nControlled = 0; // We should use the bsp SetSolid( SOLID_BSP ); // And not collide with it AddSolidFlags( FSOLID_NOT_SOLID ); // But still use it for interaction AddSolidFlags( FSOLID_TRIGGER ); // use the trigger no draw garbage if ( showtriggers.GetInt() == 0 ) { AddEffects( EF_NODRAW ); } // Use our brushmodel SetModel( STRING( GetModelName() ) ); // Create our physics hull information CreateVPhysics(); } //----------------------------------------------------------------------------- // Purpose: Setup our physics information so we collide properly //----------------------------------------------------------------------------- bool CPushPoint::CreateVPhysics( void ) { // For collisions with physics objects VPhysicsInitShadow( false, false ); return true; } int CPushPoint::GetStatus( void ) { return m_nControlled; } void CPushPoint::StartTouch( CBaseEntity *pOther ) { // Someone has touched me if (!pOther->IsPlayer()) return; // they are a player... grab him/her CBasePlayer *pPlayer = ToBasePlayer(pOther); // if their team is in control of me... if (pPlayer->GetTeamNumber() == m_nControlled) { // let them know and skip out Msg("You already control this point '%s'.\n", m_sLocation.ToCStr() ); return; } // Someone has touched me and im not captured by them... m_OnStartTouch.FireOutput(pOther,this); // See which previous point to call... string_t pPrevious = pPlayer->GetTeamNumber() == TEAM_HUMANS? m_sNext : m_sPrev; // See who the fuck just touched me pPlayer->GetTeamNumber() == TEAM_HUMANS? m_OnHumanStartTouch.FireOutput(pPlayer, this) : m_OnAlienStartTouch.FireOutput(pPlayer, this);; // Grab the previous push point CPushPoint *pPush = dynamic_cast<CPushPoint *>(gEntList.FindEntityByName( NULL, pPrevious, NULL )); // If there is a previous push point AND its not captured by the jerk who touched me... if (pPush && pPush->GetStatus() != pPlayer->GetTeamNumber()) { Msg("You do not control the previous point '%s'.\nGo back.\n", m_sLocation.ToCStr() ); return ; } // Cool, i guess i can start thinking now. SetThink( &CPushPoint::PlayerUpdateThink ); SetNextThink( gpGlobals->curtime + 0.2 ); BaseClass::StartTouch( pOther ); } void CPushPoint::EndTouch( CBaseEntity *pOther ) { // Someone stopped touching me, is it a player? if (pOther->IsPlayer()) { // grab the player CBasePlayer *player = ToBasePlayer(pOther); // see what they team they are on... if (player->GetTeamNumber() == TEAM_HUMANS) { // remove them m_hHumans.FindAndRemove(player); // Fire output m_OnHumanEndTouch.FireOutput(player,this); } else if (player->GetTeamNumber() == TEAM_ALIENS) { // remove them m_hAliens.FindAndRemove(player); // fire output m_OnAlienEndTouch.FireOutput(player,this); } // If there is no one of importance touching me... if (m_hAliens.Count() == 0 && m_hHumans.Count() == 0) { // Clear the thinking and timer SetThink(NULL); SetNextThink(0); m_fCaptured = 0; } } BaseClass::EndTouch( pOther ); } // look for dead/spectating players in our volume, to call touch on void CPushPoint::PlayerUpdateThink() { // Set up my next thought process SetThink( &CPushPoint::PlayerUpdateThink ); SetNextThink( gpGlobals->curtime + 0.2 ); // Clear out the lists m_hAliens.RemoveAll(); m_hHumans.RemoveAll(); // See who is intersecting me and put them into the appropriate list for (int i=0; i<gpGlobals->maxClients; i++ ) { // this player CBasePlayer *player = UTIL_PlayerByIndex( i ); // is ... not a player... if ( !player ) continue; // oh they are, they have to be alive too so... if ( !player->IsAlive() ) continue; // if the player is intersecting the trigger, track it by storing them into the appropriate listing if ( Intersects( player ) ) player->GetTeamNumber() == TEAM_ALIENS ? m_hAliens.AddToTail( player ) : m_hHumans.AddToTail( player ); } DevMsg(1,"humans %d aliens %d\n capture time %.2f offset %.2f", m_hHumans.Count(), m_hAliens.Count(), m_fCaptured, m_fCapture_time); if (m_hAliens.Count() && !m_hHumans.Count() || !m_hAliens.Count() && m_hHumans.Count()) if (m_fCaptured) { if (m_fCaptured < gpGlobals->curtime) { m_nControlled = m_hAliens.Count() ? TEAM_ALIENS : TEAM_HUMANS; Msg("You have just captured the %s\n", m_sLocation.ToCStr()); SetThink(NULL); SetNextThink(0); } } else m_fCaptured = gpGlobals->curtime + m_fCapture_time; else if (m_fCaptured) { Msg("Fuck He's Here!\n"); m_fCaptured = 0; } }
FGD Entry
@include "base.fgd" //------------------------------------------------------------------------- // // Push Point Map Entity // //------------------------------------------------------------------------- @SolidClass base(Targetname) = push_block : "Push Entity Brush." [ // Mapping Tagged Fields next(string) : "Next Objective" : "" : "Set this to the next objective's name." prev(string) : "Previous Objective" : "" : "Set this to the previous objective's name." location(string) : "Location" : "" : "Set this to the name of this location to be echoed." timer(float) : "Time To Capture" : "1.0" : "Set this to the time it takes to capture this point." // Alien Outputs output OnAlienCapture(void) : "Fired when the Aliens team captures this point." output OnAlienStartTouch(void) : "Fired when the Aliens team touches this point, if this point has not been captured." output OnAlienEndTouch(void) : "Fired when the Aliens team stops touching this point, if this point has not been captured." // Human Outputs output OnHumanCapture(void) : "Fired when the Humans team captures this point." output OnHumanStartTouch(void) : "Fired when the Humans team touches this point, if this point has not been captured." output OnHumanEndTouch(void) : "Fired when the Humans team stops touching this point, if this point has not been captured." // Misc. Outputs output OnCapture(void) : "Fired when this point is captured." output OnStartTouch(void) : "Fired when this point is touched, if this point has not been captured." output OnEndTouch(void) : "Fired when a player stops touching this point, if this point has not been captured." ]
Contact me as needed
Full tutorial is possibly going to be on my site if this post is frequented enough to give me cause enough to write it.
ImaTard 04:14, 10 Feb 2006 (PST)