Difference between revisions of "Deployzones"

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== Vehicles and deployzones ==
 
== 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.
+
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. Note that they are targeted using target_gdf1,target_strogg1 and so on. This lets the game know which vehicles to spawn/destroy when territory changes hands.
  
 
== Entity keys ==
 
== Entity keys ==
  
 
=== gdf_base_deployzone ===
 
=== gdf_base_deployzone ===
 +
 
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_01}}  
 
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_01}}  
 
: The greyscale territory image on the command map. This changes to red or green depending on which teams owns the territory.
 
: The greyscale territory image on the command map. This changes to red or green depending on which teams owns the territory.
 
* {{keyname|start_team}} {{keyvalue|gdf}}  
 
* {{keyname|start_team}} {{keyvalue|gdf}}  
 
: The team which owns the territory at map start.
 
: The team which owns the territory at map start.
 +
 
=== bridge_deployzone ===
 
=== bridge_deployzone ===
 +
 
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_02}}  
 
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_02}}  
 
* {{keyname|start_team}} {{keyvalue|strogg}}  
 
* {{keyname|start_team}} {{keyvalue|strogg}}  
: The team which owns the territory at map start.
 
 
* {{keyname|target_gdf1}} {{keyvalue|bridge_gdf_badger}}  
 
* {{keyname|target_gdf1}} {{keyvalue|bridge_gdf_badger}}  
: First vehicle granted to the GDF when they own the territory.
+
: First vehicle granted to the GDF when they own the territory.  
 +
* {{keyname|target_gdf2}} {{keyvalue|bridge_gdf_husky}}
 +
: Second vehicle granted to the GDF when they own the territory.
 +
* {{keyname|target_strogg1}} {{keyvalue|bridge_strogg_icarus_1}}
 +
: First vehicle granted to the Strogg when they own the territory.
 +
* {{keyname|target_strogg2}} {{keyvalue|bridge_strogg_icarus_2}}
 +
: Second vehicle granted to the Strogg when they own the territory. We have already added the [[Adding_Objective_spawns_and_vehicles#Vehicles_2|vehicles associated with the bridge territory]]
 +
 
 
=== outpost_deployzone ===
 
=== outpost_deployzone ===
 +
 +
* {{keyname|mcp_stay_deployed}} {{keyvalue|1}}
 +
: MCP is deployed in this deployzone.
 +
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_03}}
 +
* {{keyname|start_team}} {{keyvalue|strogg}}
 +
* {{keyname|target_gdf1}} {{keyvalue|outpost_gdf_badger}}
 +
* {{keyname|target_gdf2}} {{keyvalue|outpost_gdf_trojan}}
 +
* {{keyname|target_gdf3}} {{keyvalue|outpost_gdf_titan}} 
 +
* {{keyname|target_gdf4}} {{keyvalue|outpost_gdf_husky}}
 +
* {{keyname|target_gdf5}} {{keyvalue|outpost_gdf_husky}}
 +
* {{keyname|target_strogg1}} {{keyvalue|outpost_strogg_hog}}
 +
* {{keyname|target_strogg2}} {{keyvalue|outpost_strogg_desecrator}}
 +
* {{keyname|target_strogg3}} {{keyvalue|outpost_icarus_1}}
 +
* {{keyname|target_strogg4}} {{keyvalue|outpost_icarus_2}}
 +
 +
We have already added the [[Adding_Objective_spawns_and_vehicles#Vehicles_3|vehicles associated with the outpost territory]]
 +
 
=== shield_deployzone ===
 
=== shield_deployzone ===
 +
 +
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_04}}
 +
* {{keyname|start_team}} {{keyvalue|strogg}}
 +
* {{keyname|target_strogg1}} {{keyvalue|outpost_icarus_1}}
 +
* {{keyname|target_strogg2}} {{keyvalue|outpost_icarus_2}}
 +
* {{keyname|target_strogg3}} {{keyvalue|outpost_hog}}
 +
 +
We have already added the [[Adding_Objective_spawns_and_vehicles#Vehicles_4|vehicles associated with the shield territory]]
 +
 
=== strogg_base_deployzone ===
 
=== strogg_base_deployzone ===
 +
 +
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_05}}
 +
* {{keyname|start_team}} {{keyvalue|strogg}}
 +
 
=== Common entity keys ===
 
=== Common entity keys ===
 +
 
These key pairs are common across all deployzones;  
 
These key pairs are common across all deployzones;  
 
* {{keyname|territory_start}} {{keyvalue|0 0}}  
 
* {{keyname|territory_start}} {{keyvalue|0 0}}  
 
: FIXME.
 
: FIXME.
* {{keyname|territory_start}} {{keyvalue|1 1}}  
+
* {{keyname|territory_end}} {{keyvalue|1 1}}  
 
: FIXME.
 
: FIXME.
 
* {{keyname|target_playzone}} {{keyvalue|territory_size_thing}}  
 
* {{keyname|target_playzone}} {{keyvalue|territory_size_thing}}  
 
: The playzone entity used to determine the bounds of the map territories.
 
: The playzone entity used to determine the bounds of the map territories.
 +
 +
== Worldspawn keys ==
 +
 +
The deployzone entities require the following entity keys;
 +
 +
* {{keyname|"script_gdf_base_territory"}} {{keyvalue|gdf_base_deployzone}}
 +
* {{keyname|"script_bridge_territory"}} {{keyvalue|bridge_deployzone}}
 +
* {{keyname|"script_outpost_territory"}} {{keyvalue|outpost_deployzone}}
 +
* {{keyname|"script_shield_territory"}} {{keyvalue|shield_deployzone}}
 +
* {{keyname|"script_strogg_base_territory"}} {{keyvalue|strogg_base_deployzone}}

Latest revision as of 14:11, 23 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

Deployzone entities (also known internally as territory brushes) 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

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. Note that they are targeted using target_gdf1,target_strogg1 and so on. This lets the game know which vehicles to spawn/destroy when territory changes hands.

Entity keys

gdf_base_deployzone

  • mtr_territory commandmaps/etqwmap_territory_01
The greyscale territory image on the command map. This changes to red or green depending on which teams owns the territory.
  • start_team gdf
The team which owns the territory at map start.

bridge_deployzone

  • mtr_territory commandmaps/etqwmap_territory_02
  • start_team strogg
  • target_gdf1 bridge_gdf_badger
First vehicle granted to the GDF when they own the territory.
  • target_gdf2 bridge_gdf_husky
Second vehicle granted to the GDF when they own the territory.
  • target_strogg1 bridge_strogg_icarus_1
First vehicle granted to the Strogg when they own the territory.
  • target_strogg2 bridge_strogg_icarus_2
Second vehicle granted to the Strogg when they own the territory. We have already added the vehicles associated with the bridge territory

outpost_deployzone

  • mcp_stay_deployed 1
MCP is deployed in this deployzone.
  • mtr_territory commandmaps/etqwmap_territory_03
  • start_team strogg
  • target_gdf1 outpost_gdf_badger
  • target_gdf2 outpost_gdf_trojan
  • target_gdf3 outpost_gdf_titan
  • target_gdf4 outpost_gdf_husky
  • target_gdf5 outpost_gdf_husky
  • target_strogg1 outpost_strogg_hog
  • target_strogg2 outpost_strogg_desecrator
  • target_strogg3 outpost_icarus_1
  • target_strogg4 outpost_icarus_2

We have already added the vehicles associated with the outpost territory

shield_deployzone

  • mtr_territory commandmaps/etqwmap_territory_04
  • start_team strogg
  • target_strogg1 outpost_icarus_1
  • target_strogg2 outpost_icarus_2
  • target_strogg3 outpost_hog

We have already added the vehicles associated with the shield territory

strogg_base_deployzone

  • mtr_territory commandmaps/etqwmap_territory_05
  • start_team strogg

Common entity keys

These key pairs are common across all deployzones;

  • territory_start 0 0
FIXME.
  • territory_end 1 1
FIXME.
  • target_playzone territory_size_thing
The playzone entity used to determine the bounds of the map territories.

Worldspawn keys

The deployzone entities require the following entity keys;

  • "script_gdf_base_territory" gdf_base_deployzone
  • "script_bridge_territory" bridge_deployzone
  • "script_outpost_territory" outpost_deployzone
  • "script_shield_territory" shield_deployzone
  • "script_strogg_base_territory" strogg_base_deployzone