Adding base vehicles
From Mod Wiki
| An Advanced Map |
|---|
| 1. Introduction and goals of the tutorial |
| 2. Necessary map declarations |
| 3. Caulk hull |
| 4. Creating a simple terrain |
| 5. Adding an atmosphere |
| 6. Adding player spawns |
| 7. Adding base structures |
| 8. Adding base vehicles |
| 9. Creating a constructible Bridge |
| 10. Adding an MCP escort objective |
| 11. Adding a Shield Generator hack objective |
| 12. Creating a destructible objective |
| 13. Adding Objective spawns and vehicles |
| 14. Info Objectives |
| 15. Deployzones |
| 16. Playzones |
| 17. Masks |
| 18. Barebones Map script |
| 19. Creating a command map |
| 20. Levelshot |
[edit]
Types of vehicles
To add one, use the entity structure_model_construction_<vehiclename>.
- structure_module_construction_anansi - Anansi
- structure_module_construction_badger - Armadillo
- structure_module_construction_bumblebee - Bumblebee
- structure_module_construction_desecrator - Desecrator
- structure_module_construction_goliath - Goliath
- structure_module_construction_hog - Hog
- structure_module_construction_hornet - Tormentor
- structure_module_construction_husky - Husky
- structure_module_construction_icarus - Icarus
- structure_module_construction_mcp - MCP
- structure_module_construction_platypus - Platypus
- structure_module_construction_titan - Titan
- structure_module_construction_trojan - Trojan
[edit]
GDF base vehicles
For our GDF lets add the following vehicles;
- 1x structure_module_construction_titan
- 1x structure_module_construction_badger (Armadillo)
- 1x structure_module_construction_trojan
- 2x structure_module_construction_husky
[edit]
Entity keys
Adding the key pair start_active1 will ensure they spawn at map start. In a release map your vehicles should be arranged so that they aren't obstructed by other vehicles. They should also face towards one of the exits.
