Difference between revisions of "Adding base vehicles"

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{{first etqwmap toc}}To make our base a little more interesting lets add some vehicles. There are few ways of adding vehicles to maps. Sometimes we want vehicles at the start of the game, sometimes we want them to activate once an objective is completed or a spawn is captured. In our GDF base we want the vehicles always spawning, from the start of the game onwards. To add one, use the entity structure_model_construction_<vehiclename>.  
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{{first etqwmap toc}}There are two ways of adding vehicles to maps. Sometimes we want vehicles to always be present during a game, while sometimes we want them to activate once an objective is completed or a spawn is captured. In our GDF base we want the vehicles always spawning, for the duration of the match.
  
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== Types of vehicles ==
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To add one, use the entity structure_model_construction_<vehiclename>.
  
 
* [[Entity structure_module_construction_anansi|structure_module_construction_anansi]] - Anansi
 
* [[Entity structure_module_construction_anansi|structure_module_construction_anansi]] - Anansi
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* [[Entity structure_module_construction_trojan|structure_module_construction_trojan]] - Trojan
 
* [[Entity structure_module_construction_trojan|structure_module_construction_trojan]] - Trojan
  
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=== GDF base vehicles ===
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For our GDF lets add the following vehicles;
  
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* 1x structure_module_construction_titan
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* 1x structure_module_construction_badger (Armadillo)
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* 1x structure_module_construction_trojan
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* 2x structure_module_construction_husky
  
For our GDF lets add 1 titan, 1 armadillo, 1 trojan and 2 huskies. Adding the key pair {{keyname|start active}}{{keyvalue|1}} 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.[[Image:gdf base veh.jpg|thumb|left|400px|The major components of a GDF base. But you will probabably want to make the perimeter secure with buildings or walls later on!]]
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=== Entity keys ===
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Adding the key pair {{keyname|start active}}{{keyvalue|1}} 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.[[Image:gdf base veh.jpg|thumb|left|400px|The major components of a GDF base. But you will probabably want to make the perimeter secure with buildings or walls later on!]]
  
  
 
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[[Category:Basic Level Design]]
 
[[Category:Basic Level Design]]

Revision as of 17:58, 21 November 2007

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

There are two ways of adding vehicles to maps. Sometimes we want vehicles to always be present during a game, while sometimes we want them to activate once an objective is completed or a spawn is captured. In our GDF base we want the vehicles always spawning, for the duration of the match.

Types of vehicles

To add one, use the entity structure_model_construction_<vehiclename>.

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

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.

The major components of a GDF base. But you will probabably want to make the perimeter secure with buildings or walls later on!