03-19-2008, 09:38 AM | #1 |
Mapper
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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setting up avanti style maps.
I'm contemplating on converting my nightrun map to FF but this lua thing I have no clue where to start. How do i set up scoring like in avanti. Also resetting detpack spots, gates, and switching players to A or D after all CP's are captured. Thanks.
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03-19-2008, 10:50 PM | #2 |
D&A Member
Wiki Team Fortress Forever Staff Join Date: Apr 2007
Posts Rated Helpful 31 Times
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Make your lua file and put this in:
Code:
IncludeScript("base_id"); IncludeScript("base_respawnturret"); IncludeScript("base_location"); Code:
POINTS_PER_CAPTURE =20 --attackers get 20 points for capping NUM_PHASES = 3 --this makes only 3 cap points. You can do up to 8! Your starting gate should be a func_door named "start_gate" For each phase of the map you need the following: (replace # with a number) one info_ff_script called "cp#_flag" a bunch of info_ff_teamspawn called "cp#_attacker" to spawn attacking team a bunch of info_ff_teamspawn called "cp#_defender" to spawn defending team one trigger_ff_script called "cp#_cap" Detpack code can be found in maps\ff_palermo.lua, just borrow that code and paste it into your lua, and make the appropriate entites in your map Everything else is taken care of, I think. When the last flag is capped (this is determined by NUM_PHASES) everything should reset. If you want any custom behavior you'll have to override some of the functions from base_id but this gives you all the basics. |
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