Difference between revisions of "Lua:info ff script mulch"
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==Using info_ff_script's== | ==Using info_ff_script's== | ||
| − | info_ff_script's are placed in a map through Hammer just like placing any point-based entity. If you are unfamiliar with this process, [http://www.whitehouse. | + | info_ff_script's are placed in a map through Hammer just like placing any point-based entity. If you are unfamiliar with this process, [http://www.whitehouse.gov suck a dick]. |
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| + | It is important that any info_ff_script have a name. You can give it a name in Hammer. The name you choose for the entity is what is used in your map's LUA file to tie the info_ff_script entity to an actual useable object in-game. | ||
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| + | Example info_ff_script names are: "red_flag", "resup_pack", "blue_armor", "yellow_healthkit", etc. | ||
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| + | ==The Flexibility - The Confusion== | ||
Revision as of 17:47, 18 July 2006
Introduction
An info_ff_script is a point-based scriptable entity. If you are familiar with TFC's entities, this entity is somewhat similiar to info_tfgoals and item_tfgoals; however, the scriptability behind this entity makes it a great deal more flexibile.
info_ff_script entities represent items that can affect, and be affected by players. Such items might be the flags in a CTF map, or the armor, health and ammo packs in a respawn room.
Using info_ff_script's
info_ff_script's are placed in a map through Hammer just like placing any point-based entity. If you are unfamiliar with this process, suck a dick.
It is important that any info_ff_script have a name. You can give it a name in Hammer. The name you choose for the entity is what is used in your map's LUA file to tie the info_ff_script entity to an actual useable object in-game.
Example info_ff_script names are: "red_flag", "resup_pack", "blue_armor", "yellow_healthkit", etc.