Difference between revisions of "Map Template:BaseTeamplay"

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Simply place the specified type of entity in your map, and give it the name in bold. The game will take care of the rest.
 
Simply place the specified type of entity in your map, and give it the name in bold. The game will take care of the rest.
  
In the list below, substituting 'yellow' or 'green' will to support those teams.
+
In the list below, substituting 'yellow' or 'green' will support yellow and green teams.
 
=Backpacks=
 
=Backpacks=
 
*<b>healthkit</b> (info_ff_script): Health kit containing 50 health
 
*<b>healthkit</b> (info_ff_script): Health kit containing 50 health
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=Respawn Doors=
 
=Respawn Doors=
*<b>blue_respawndoor</b> (trigger_multiple): Validator for blue respawn door
+
*<b>blue_respawndoor</b> (trigger_multiple): Trigger for blue respawn door
*<b>red_respawndoor</b> (trigger_multiple): Validator for red respawn door
+
*<b>red_respawndoor</b> (trigger_multiple): Trigger for red respawn door
 +
 
 +
=Elevator Triggers=
 +
*<b>blue_elevator_trigger</b> (trigger_multiple): Trigger for a blue-only lift
 +
*<b>red_elevator_trigger</b> (trigger_multiple): Trigger for a red-only lift
  
 
=Spawn points=
 
=Spawn points=
 
*<b>bluespawn</b> (info_ff_teamspawn): Spawn point for blue player
 
*<b>bluespawn</b> (info_ff_teamspawn): Spawn point for blue player
 
*<b>redspawn</b> (info_ff_teamspawn): Spawn point for red player
 
*<b>redspawn</b> (info_ff_teamspawn): Spawn point for red player
 +
 +
=Detpack triggers=
 +
*<b>detpack_trigger</b> (trigger_ff_script): Trigger that activates when any detpack explodes nearby
 +
*<b>blue_detpack_trigger</b> (trigger_ff_script): Trigger that activates when a blue detpack explodes nearby
 +
*<b>red_detpack_trigger</b> (trigger_ff_script): Trigger that activates when a red detpack explodes nearby
 +
This entity has no effect by default. To cause walls to open, effects to fire, etc. Place a [http://developer.valvesoftware.com/wiki/Logic_relay|logic_relay] in your map, and name it 'neutral_det_relay', 'blue_det_relay', 'red_det_relay', etc. Use the logic_relay's <i>onTrigger</i> output to fire events within the map.
 +
 +
=Spawn Protection=
 +
*<b>nobuild</b> (trigger_ff_script): No players will be allowed to build here
 +
*<b>nogrens</b> (trigger_ff_script): No grenades will explode here
 +
*<b>noannoyances</b> (trigger_ff_script): Within this volume, no grenades will explode, nothing may be built, and players can't be infected by a medic.
 
[[Category:Map Templates]]  [[Category:Mapping]]
 
[[Category:Map Templates]]  [[Category:Mapping]]
 
{{Infobox manual/Footer}}
 
{{Infobox manual/Footer}}

Revision as of 10:13, 14 June 2009


base_teamplay includes the basic team-oriented objects needed for most FF maps. To enable it, put this line into your map's Lua file.

IncludeScript("base_teamplay");

Note: Most gameplay scripts already include base_teamplay. If you have included one of those already, this step is not necessary.

Simply place the specified type of entity in your map, and give it the name in bold. The game will take care of the rest.

In the list below, substituting 'yellow' or 'green' will support yellow and green teams.

Backpacks

  • healthkit (info_ff_script): Health kit containing 50 health
  • armorkit (info_ff_script): Armor pack containing 200 armour
  • ammobackpack (info_ff_script): Backpack containing 20 rpg rounds, 50 bullets, 50 nails, 100 shells, 15 rockets, and 70 cells
  • grenbackpack (info_ff_script): Backpack containing 2 primary grenades and 2 secondary grenades
  • bluehealthkit (info_ff_script): see above, for blue team
  • bluearmorkit (info_ff_script): see above, for blue team
  • blueammobackpack (info_ff_script): see above, for blue team
  • bluegrenbackpack (info_ff_script): see above, for blue team
  • redhealthkit (info_ff_script): see above, for red team
  • redarmorkit (info_ff_script): see above, for red team
  • redammobackpack (info_ff_script): see above, for red team
  • redgrenbackpack (info_ff_script): see above, for red team

Respawn Doors

  • blue_respawndoor (trigger_multiple): Trigger for blue respawn door
  • red_respawndoor (trigger_multiple): Trigger for red respawn door

Elevator Triggers

  • blue_elevator_trigger (trigger_multiple): Trigger for a blue-only lift
  • red_elevator_trigger (trigger_multiple): Trigger for a red-only lift

Spawn points

  • bluespawn (info_ff_teamspawn): Spawn point for blue player
  • redspawn (info_ff_teamspawn): Spawn point for red player

Detpack triggers

  • detpack_trigger (trigger_ff_script): Trigger that activates when any detpack explodes nearby
  • blue_detpack_trigger (trigger_ff_script): Trigger that activates when a blue detpack explodes nearby
  • red_detpack_trigger (trigger_ff_script): Trigger that activates when a red detpack explodes nearby

This entity has no effect by default. To cause walls to open, effects to fire, etc. Place a [1] in your map, and name it 'neutral_det_relay', 'blue_det_relay', 'red_det_relay', etc. Use the logic_relay's onTrigger output to fire events within the map.

Spawn Protection

  • nobuild (trigger_ff_script): No players will be allowed to build here
  • nogrens (trigger_ff_script): No grenades will explode here
  • noannoyances (trigger_ff_script): Within this volume, no grenades will explode, nothing may be built, and players can't be infected by a medic.