Tic-Toc Race

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Introduction

In Dreamball, the game modes used are not made of new entities, they are made entirely from current entities. To make the game modes it's just a matter of setting up entities how you want them, without being tied to a specific way. This quick tutorial will give you the over view to creating a Tic-Toc Race gamemode.

  • You can make the Tic-Toc as long as you want, but this tutorial will go over how it was done in Dreamball's map.

Construction

First create a logic_auto entity. Now place 4 ambient_generics. Name all four:

  • tic1
  • tic2
  • tic3
  • tic4

Now for each one, select it's sound as:

  • tic1: gamerules/timer/tic_toc1.wav
  • tic2: gamerules/timer/tic_toc2.wav
  • tic3: gamerules/timer/tic_toc3.wav
  • tic4: gamerules/timer/tic_toc1.wav

Go into the logic_auto you placed earlier and add these 8 outputs:

My Output > Target Entity Target Input Parameter Delay Only Once
Io11.png OnMapSpawn tic1 PlaySound None 0.00 Yes
Io11.png OnMapSpawn tic1 StopSound None 14.00 Yes
Io11.png OnMapSpawn tic2 PlaySound None 15.00 Yes
Io11.png OnMapSpawn tic2 StopSound None 29.00 Yes
Io11.png OnMapSpawn tic3 PlaySound None 30.00 Yes
Io11.png OnMapSpawn tic3 StopSound None 44.00 Yes
Io11.png OnMapSpawn tic4 PlaySound None 45.00 Yes
Io11.png OnMapSpawn tic4 StopSound None 59.00 Yes

If you haven't already noticed, this basically gives us a 1 minute (repeat the process for longer timers) timer.

Next add in a game_text entity. Name this failed_end_text. In it's properties, in the Message Text field add:

Stage Failed - Time not beaten!

(or similar, but appropriatly)

Now back in that logic_auto entity, add this output:

My Output > Target Entity Target Input Parameter Delay Only Once
Io11.png OnMapSpawn failed_end_text Display None 0.00 Yes

This just gives us the end text, if we did not beat the tic-toc.

Now place a game_text entity again, and name it win_end_text. Inside set the Message text as

Stage Complete!

(or similar, but appropriatly)

Now place a trigger_once brush, and name it trigger_end. Place this where your finish line of the map is. Add these outputs:

My Output > Target Entity Target Input Parameter Delay Only Once
Io11.png OnStartTouch win_end_text Display None 0.00 Yes
Io11.png OnStartTouch console_commands Command disconnect; map_background background01 4.00 Yes

Now place a point_clientcommand entity. Name it console_commands'. Now back to that logic_auto entity, add this output:

My Output > Target Entity Target Input Parameter Delay Only Once
Io11.png OnMapSpawn console_commands Command disconnect; map_background background01 60.00 Yes

This wil end our map after the timer. Additionally instead of a Disconnect command, you could have restart cvar.

Conclusion

That is the base setup. You should have a map that has a tic-toc sound timer for 60 seconds, and ends on the finish line, or if you don't reach the finish line. And displays on screen the status of each ending. There is more needed to get this more 'realistic' looking, but they are just effects. But still recommended, a list here:

  • trigger brush under map, that ends the map. (required for realism)
  • env_fade to fade the screen on end map.
  • info_particle_system to give the ffects for the finish line.

As you may see, Tic-Toc Race is somewhat simple but just takes the correct amount of tweaking to get perfect!

See also