Adding base vehicles

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Revision as of 17:26, 21 November 2007 by Ducks (talk | contribs) (Batch update)
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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

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>.



For our GDF lets add 1 titan, 1 armadillo, 1 trojan and 2 huskies. 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!