Difference between revisions of "Deployzones"

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Deployzones 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 the other deployzones are set to the attcking team when an objective is completed.
 
Deployzones 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 the other deployzones are set to the attcking team when an objective is completed.
  

Revision as of 20:03, 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

Deployzones 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 the other deployzones are set to the attcking team when an objective is completed.

In the example map there are five deployzone entities;

  • gdf_base_deployzone
  • bridge_deployzone