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Topic: Liberation |
morgawr |
General Member Since: Dec 15, 2004 Posts: 377 Last: Mar 19, 2023 [view latest posts] |
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BA_GomerPyle |
General Member Since: Jul 26, 2012 Posts: 44 Last: May 18, 2019 [view latest posts] |
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morgawr |
General Member Since: Dec 15, 2004 Posts: 377 Last: Mar 19, 2023 [view latest posts] |
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DrBiggzz |
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General Member Since: Apr 9, 2007 Posts: 98 Last: Sep 24, 2022 [view latest posts] |
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dundy |
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General Member Since: Dec 14, 2004 Posts: 768 Last: Nov 1, 2020 [view latest posts] |
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Donefore |
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General Member Since: May 1, 2009 Posts: 165 Last: Sep 20, 2018 [view latest posts] |
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DrBiggzz |
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General Member Since: Apr 9, 2007 Posts: 98 Last: Sep 24, 2022 [view latest posts] |
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Category: CoDUO Mapping Posted: Saturday, May. 9, 2015 03:33 pm |
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Code: From: Bloodlust <bloodlust67@hotmail.com>
To: Any mapper wanting to include Liberation in their gameplay. The server must support lib.
Sent: Thursday, 23 Aug 2012
Subject: LIB entity list
*All entities that have 'axis' in it, are at one end of the map. Yes, all at the same end. All
entities that have 'allies' in it are at the other end of the map.
*First off make two fully contained jail areas in the map as far apart from each other as possible.
Make a brush textured to look like a gate into each of these areas. This is the exit from each of
the jail areas. Next include an orgin brush on the right hand side of each gate (as seen from the
outside) and then make each of the gates and orgin brush into a functional 'rotating_door'. This
is the same way we normally make functional doors.
*Select each functional door (gate brush and orgin brush), open the enity window, and then change
the classname from 'rotating_door' to 'script_brushmodel'.
classname script_brushmodel
Add to the doors the following values:
targetname lib_allies_jail_door // for the Allies door
targetname lib_axis_jail_door // for the Axis door
*In the center of each door, create a script_origin and set it flush on the ground dead center of the door.
classname script_origin
Add the following values:
targetname lib_allies_jail_marker // for the Allies door
targetname lib_axis_jail_marker // for the Axis door
*Using the trigger texture, create a trigger_use completely covering each jail door and extending outwards
at least 96 - 128 units.
classname trigger_use
Add the following values:
targetname lib_allies_jail_door_trigger // for the Allies door
targetname lib_axis_jail_door_trigger // for the Axis door
*Then create some teamdeathmatch spawns where you want each team to initially spawn near their own jail.
classname mp_teamdeathmatch_spawn
Add the following values:
script_gameobjectname lib
targetname lib_allies_spawn // for the Allies spawn at start of round
targetname lib_axis_spawn // for the Axis spawn at start of round
*Then create some teamdeathmatch spawns inside each jail area for the prisoners to spawn at.
classname mp_teamdeathmatch_spawn
Add the following values:
script_gameobjectname lib
targetname lib_allies_jail_spawn // for the Allies spawn in jail
targetname lib_axis_jail_spawn // for the Axis spawn in jail
*Finally, put 'lib' in the arena file. Also, your map must support tdm (intermission and other spawn points).
gametype "tdm dm lib"
*That’s all there is to it. DO NOT change the names of anything in this list or the gametype will not work and
it will crash. Each item MUST be named EXACTLY as you see it in this list!
*If you have any problems, feel free to contact me at bloodlust67@hotmail.com
I believe this is the main part he is looking for. Great job donefore I was looking for this but couldn't find it. I though I had it on my rig somewhere. |
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morgawr |
General Member Since: Dec 15, 2004 Posts: 377 Last: Mar 19, 2023 [view latest posts] |
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Donefore |
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General Member Since: May 1, 2009 Posts: 165 Last: Sep 20, 2018 [view latest posts] |
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morgawr |
General Member Since: Dec 15, 2004 Posts: 377 Last: Mar 19, 2023 [view latest posts] |
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