Difference between revisions of "Deployzones"
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* strogg_base_deployzone | * strogg_base_deployzone | ||
− | The deployzones are also used to spawn vehicles for the attacking team when they gain territory. When the attacking team loses territory, any of their vehicles associated with the deployzone are destroyed. | + | == Vehicles and deployzones == |
+ | |||
+ | The deployzones are also used to spawn vehicles for the attacking team when they gain territory. When the attacking team loses territory, any of their vehicles associated with the deployzone are destroyed. Vehicles are associated with deployzones by targeting deployable_spawn_<vehiclename> entities. In the example map you will see target paths, originating from the deployzone, leading to the vehicles. | ||
== Entity keys == | == Entity keys == |
Revision as of 11:49, 22 November 2007
Deployzone entities are used to determine where territories exist within a map. They are brush based entities using the textures/common/trigger texture. A player can only deploy inside a deployzone volume that is active for their team (and only on green areas of the deploy mask.) Team base deployzones do not change over the course of match, whereas in most other cases deployzones are granted to the attacking team when an objective is completed.
In the example map there are five deployzone entities;
- gdf_base_deployzone
- bridge_deployzone
- outpost_deployzone
- shield_deployzone
- strogg_base_deployzone
Contents
Vehicles and deployzones
The deployzones are also used to spawn vehicles for the attacking team when they gain territory. When the attacking team loses territory, any of their vehicles associated with the deployzone are destroyed. Vehicles are associated with deployzones by targeting deployable_spawn_<vehiclename> entities. In the example map you will see target paths, originating from the deployzone, leading to the vehicles.