ETF Mapping/Examples
Appearance
Examples
[edit | edit source]Trigger Types
[edit | edit source]There are six main sorts of triggers you'll use:
Brush triggers | This is something like a trigger_multiple - an area brush that triggers when you walk over it. |
Point triggers | These are used as func_goalinfo entities, and can have mins and maxs set to define their actual size. They trigger when you walk into the defined area surrounding the entity - they can also do other effects, such as showing a model that becomes invisible while active, etc. |
Untouchable triggers | These are usually set as info_notnull, and act as relays or simply alternative triggers (i.e. two entities with the same name, one only triggerable by blue and one only triggerable by red). |
Flags | These are used as func_goalitem entities (or func_flag, same thing), and are 'carried' by the player when successfully touched. |
Standard entities | These are things like func_door, or info_player_start entities - they act in more or less the usual fashion, but the criteria and cascading triggers still operate. |
Special entities | These are things like the func_commandpoint - new entities that have special behaviour defined by the entity. (More on these later). |
Sample Flag
[edit | edit source]A 'flag' is an entity that can only be carried, but only by one team, and does various effects when carried.
{ // The red flag "classname" "func_goalitem" // this one is set by the editor when you position the entity: "origin" "1248 1984 -328" // What it looks like "model" "models/flags/r_flag.md3" // Model to use "light" "200" // Dynamic light "color" "1 0 0" // Pure red "sparkle" "1 0 0" // Generate smoke puffs around carrier // What it's called "groupname" "redflag" // Criteria "allowteams" "blue" // Only blue players can trigger (i.e. carry) // Messages on trigger // Centerprint message to activator: "carried_message" "~You have taken the ^1RED^* flag!" // Tell everyone activator has done it: "carried_all_message" "~%N has TAKEN the ^1RED^* flag!" // Tell everyone activator dropped the flag: "active_all_message" "~%N has DROPPED the ^1RED^* flag!" "inactive_all_message" "The ^1RED^* flag has returned." // Play Sound to team: "carried_team_sound" "~sound/teamplay/voc_team_flag.wav" // Play Sound to non-team players: "carried_nonteam_sound" "~sound/teamplay/voc_enemy_flag.wav" // Play Sound to activator: "carried_sound" "~sound/teamplay/voc_you_flag.wav" // Flaginfo (shown on \flaginfo command) "carried_flaginfo" "%N has the ^1RED^* flag." "active_flaginfo" "The ^1RED^* flag has been dropped at $l." // Flags must use $l for active_flaginfo and active_all_message "inactive_flaginfo" "The ^1RED^* flag is at the red base." // Misc // Reveal spies on trigger, show flag above player when carried: "flags" "revealagent,showcarry" // Wait 45 seconds before going inactive (i.e. back to base): "wait" "45" }
Sample Capture Point
[edit | edit source]Now we have a flag, we need somewhere to capture it.
{ // The capture point in the blue base "classname" "trigger_multiple" // Origin/size defined by brush (never set) "model" "*10" // Criteria // Only trigger if activator holds redflag: "holding" "redflag" // Messages // Centerprint message to everyone: "active_all_message" "~%N has CAPTURED the ^1RED^* flag!" "active_message" "You have scored 2 frags for capturing the flag." // Play sound to activator: "active_sound" "~sound/teamplay/voc_blue_scores.wav" // Play sound to activator's team (apart from activator): "active_team_sound" "sound/teamplay/flagcap_blu.wav" // 'Give' bonuses "give" "score=+2,health=+100,armor=+200,ammo_shells=+200,ammo_nails=+200,ammo_cells=+200,ammo_rockets=+200,ammo_medikit=+50,gren1=+4,gren2=+2" // Give activator's team 10 points (the teamscore, not the players on the team): "teamscore" "10" // When activated, force redflag to inactive (back to base), // trigger scorer (optional extra 10 points entity): "activetarget" "redflag=~inactive,scorer" }
Sample Command Point
[edit | edit source]To make things a little more interesting, why don't we have a 'scorer' command point that gives players an extra 10 points when they capture the flag?
{ // A button to press to claim the command point "classname" "func_button" "model" "*1" "angle" "-2" "wait" "5" // Trigger the scorer command point when activated: "activetarget" "scorer_cp" } { // The scorer command point (no model, so must be triggered by another entity) "classname" "func_commandpoint" "origin" "448 832 -128" // Misc "groupname" "scorer_cp" // Messages "active_all_message" "~%N has claimed the\ncapture bonus for the %T!" // On activation (i.e. touch if we have a model, or trigger by a button // or something otherwise) // All entities named 'scorer' are locked to activators team: "teamset" "scorer" // Set scorer to inactive (i.e. ready to be activated): "activetarget" "scorer=inactive" } { // An untouchable 'scorer' entity "classname" "info_notnull" "origin" "444 828 -84" // Hardly 'essential' in this case... // Misc "groupname" "scorer" // So other entities can reference // Prevent scorer from being triggered initially // (i.e. until command point is claimed): "initialstate" "disabled" // On activation "teamscore" "10" // Give the activator's team 10 points // Go inactive after 1 second (the chances of someone capturing twice // in under a second are pretty slim...): "wait" "1" }
Sample Hud
[edit | edit source]We've forgotten something - we need to show a player if he's carrying the flag or not, or he's liable to get confused (and upset if he finds he's had it for the last 5 minutes without capturing). We need a HUD entity.
{ // A HUD entity shown to the red flag carrier "classname" "func_hud" "origin" "1252 1980 -292" // Entity never actually activates, just show this model: "inactive_model" "models/flags/r_flag.md3" "slot" "1" // Display it in slot 1 (top left) "holding" "redflag" // Only player holding redflag can see this entity }