Difference between revisions of "Adding base vehicles"

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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.   
 
{{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 ==
 
== Types of vehicles ==
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* [[Entity structure_module_construction_titan|structure_module_construction_titan]] - Titan
 
* [[Entity structure_module_construction_titan|structure_module_construction_titan]] - Titan
 
* [[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 ===
 
=== GDF base vehicles ===
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* 1x structure_module_construction_trojan  
 
* 1x structure_module_construction_trojan  
 
* 2x structure_module_construction_husky
 
* 2x structure_module_construction_husky
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=== Entity keys ===
 
=== Entity keys ===
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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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.
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[[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!]]
  
  
 
{{clear}}
 
{{clear}}
 
[[Category:Basic Level Design]]
 
[[Category:Basic Level Design]]

Latest revision as of 10:44, 27 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!