Deployzones

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Revision as of 11:49, 22 November 2007 by DavidE (talk | contribs)
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 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.

Entity keys

gdf_base_deployzone

bridge_deployzone

outpost_deployzone

shield_deployzone

strogg_base_deployzone