Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds
Watch MODSonair

Members Online

»
0 Active | 28 Guests
Online:

LATEST FORUM THREADS

»
SOF2 Prefabs map
SoFII Mapping
coduo mapping tools
CoDUO Mapping
Gaming
Q4 General

Tutorials

»
SOF2 Mapping
ratings:
Awful Rating
Poor Rating
Average Rating
Good Rating
Excellent Rating
Gametype : Support
Versions: You must be logged in to view history.
This page is here to assist mappers by providing information o­n what entities and triggers are necessary for their map to support any of the stock Raven gametypes, and to assist modders by giving them a central location to provide information to mappers o­n how to support their own custom gametypes.
Gametype Support by ReverendTed of PlanetSoldier.com

Thanks to ReverendTed of PlanetSoldierofFortune for for this informative page.

Introductory Information
This page is here to assist mappers by providing information o­n what entities and triggers are necessary for their map to support any of the stock Raven gametypes, and to assist modders by giving them a central location to provide information to mappers o­n how to support their own custom gametypes. If you are a modder who is releasing or developing a custom gametype for SoF2, and feel you are reasonably confident that you know what entities and triggers will be necessary to run your custom gametype o­nce it is released, e-mail me at ReverendTed@PlanetSoldier.com with the information you see for the other gametypes here.

Getting Started
The following links are REQUIRED READING before you continue. They are each very important. Even if you're pretty confident you know what each of these is all about, please read through them anyway just to be sure. Hey, you may learn something! (Or see something I've omitted...please let me know!)
Map Release Info - Information about what you should have when you release your map.
The .arena File - Your map's identification badge to SoF2
Team Defintions - How to define which teams will play o­n your map
Spawn Types - Very important information o­n player spawn points. Defines the "DM Spawn" and "Gametype Spawn" terms used later o­n this page
Gametype Brushes - How to make world brushes that o­nly show up in a particular gametype

Gametypes
Now that we've gotten the preliminaries out of the way, o­n to the real purpose of this page - gametype entitytrigger information.
Some entries have custom images. For these, replace "your_map_name" with the name of your .bsp file.
Once again, don't forget to add all supported mode abbreviations to your .arena file.

[ Stock Raven Gametypes ]
[ Deathmatch | Team Deathmatch | Elimination ]
[ Infiltration | Capture the Flag | Demolition ]


[ Custom Gametypes ]
7-16-'02 - Kill the Man with the Ball
7-10-'02 - Classic CTF
7-10-'02 - Goldrush

Stock Raven Gametypes

Gametype: Deathmatch
Abbreviation: dm
Last Updated: SoF2 Retail Gametype
Spawn Type: DM Spawn
Spawn Info: Simply place these regularly about your map. Make sure you follow the guidelines above.
Required Entities: None
Required Triggers: None

Gametype: Team Deathmatch
Abbreviation: tdm
Last Updated: SoF2 Retail Gametype
Spawn Type: DM Spawn
Spawn Info: Although it is a "Team" game, spawning is random, using standard DM spawns.
Required Entities: None
Required Triggers: None

Gametype: Elimination
Abbreviation: elim
Last Updated: SoF2 Retail Gametype
Spawn Type: Gametype Spawn
Spawn Info: Place each team together in different (prefereably opposite) areas of the map.
Required Entities: None
Required Triggers: None

Gametype: Infiltration
Abbreviation: inf
Last Updated: SoF2 Retail Gametype
Spawn Type: Gametype Spawn
Spawn Info: Place each team together in different (prefereably opposite) areas of the map. The Red Team should be able to reach the briefcase entity before the Blue Team, and should therefore be placed somewhat closer to the briefcase entity.
Custom Images:
/gfx/menus/levelshots/your_map_name_inf_briefcase.jpg
/gfx/menus/levelshots/your_map_name_inf_extraction.jpg
(These are 256x256 JPEG format images used for the INF briefing before a round.)
Required Entities:
Entity: gametype_item
Required Keys:
"targetname" "briefcase"
"gametype" "inf"
Placement Info: This is the infiltration briefcase. Place it in a defendable location that is slightly closer to the Red Team spawn points.
Required Triggers:
Trigger: gametype_trigger
Required Keys:
"targetname" "briefcase_destination"
"gametype" "inf"
Placement Info: This is the infiltration extraction location. In most maps, this will be at the Blue spawn location, but it can be anywhere, prefereably a good distance from the briefcase entity.

Gametype: Capture the Flag
Abbreviation: ctf
Last Updated: SoF2 Retail Gametype
Spawn Type: Gametype Spawn
Spawn Info: Place each team together in different (prefereably opposite) areas of the map.
Required Entities:
Note: To save space, I have o­nly described the blue entities and triggers. Every where you see "blue", know that you'll need a matching entry using "red", as well.
Entity: gametype_item
Required Keys:
"targetname" "blue_flag"
"gametype" "ctf"
Placement Info: This is the blue flag. Place it near the Blue Team spawn points. You also need a "red_flag" at the Red Team Spawn points.
Entity: target_effect
Required Keys:
"targetname" "blueflare"
"effect" "flare_blue.efx"
"delay" "300"
Placement Info: This is the firework that goes off when the blue team captures the red flag. It should be placed o­n the Blue Team's capture location. The 300ms delay is to give the score sound a moment to play before the firework goes off. You will also need a "redflare" using the "flare_red.efx" at the Red Team's capture location.
Required Triggers:
Trigger: gametype_trigger
Required Keys:
"targetname" "blue_capture_point"
"gametype" "ctf"
"target" "blueflare"
Placement Info: This is the Blue Team's capture location. In most maps, this will be at the Blue spawn location. You will also need a "red_capture_point" targeting "redflare" ar the Red Team's capture location.

Gametype: Demolition
Abbreviation: dem
Last Updated: SoF2 Patch Gametype
Spawn Type: Gametype Spawn
Spawn Info: Place each team together in different (prefereably opposite) areas of the map. The Red Team should be able to reach the demolition sites before the Blue Team, and should therefore be placed somewhat closer to the demolition sites.
Custom Images:
/gfx/menus/levelshots/your_map_name_dem_bombsite1.jpg
/gfx/menus/levelshots/your_map_name_dem_bombsite2.jpg
(These are 256x256 JPEG format images used for the DEM briefing before a round.)
Required Entities:
Entity: func_wall
Required Keys:
"targetname" "demolish1"
"gametype" "dem"
Placement Info: This is a world brush, near the first demolition site, turned into an entity "func_wall" that will be destroyed by a detonation in the first demolition site. You can have a number of these if you want, but it's not even necessary to have o­ne at all. It's just for show, like the explosion effects. You should also have a set of "func_wall" entities with "targetname" "demolish2" near the second demolition site.
Entity: target_effect
Required Keys:
"targetname" "demolish1"
"gametype" "dem"
"effect" "explosions/big_explosion.efx"
"delay" "1100"
Placement Info: This is an explosion effect that will play when a bomb goes off in the first demolition site. It should be placed near the gametype_trigger for the first demolition site. The demolition sites in the Raven maps have a mixture of these. Normally, there will be two in slightly different locations with the "1100" delay, then o­ne more with a delay of "2100" (delays are in milliseconds). Some demolition sites also have a few "target_effect" entities with "effect" "chunks/debris_metal.efx", with no delay, in addition to the big_explosions. Basically, place the effects and set the delays to customize the fireworks show to the way you want it. You should also have a set of effects with "targetname" "demolish2" near the second demolition site.
Required Triggers:
Trigger: gametype_trigger
Required Keys:
"targetname" "demolition_site_1"
"gametype" "dem"
"target" "demolish1"
Placement Info: This is the first demolition site, of two. A player must be inside this trigger to plant the bomb. If the bomb goes off inside the trigger, it will activate everything with a "targetname" the same as the "target" key of this trigger. In this case, it would be the func_wall, big explosion target_effect, and the trigger_hurt for "demolish1". You will also need a "demolition_site_2" targeting "demolish2".
Trigger: trigger_hurt
Required Keys:
"targetname" "demolish1"
"gametype" "dem"
"spawnflags" "1"
"dmg" "9999"
Placement Info: This is the trigger that will kill anyone within the blast radius of the first demolition site when a bomb goes off inside of it. It should be placed around the gametype_trigger for the first demolition site, and cover the entire area in which you would like to have people die following an explosion. You will also need o­ne o­n the second demolition site with "targetname" "demolish2". Note: Both triggers will use "spawnflags" "1".
Other info: If you o­nly want the red demolition site X to appear in demolition mode, you should place it with a gametype brush (see Gametype Brushes)



Custom Gametypes

Gametype: Kill the Man with the Ball Team Kill the Man with the Ball
Abbreviation: ktmwtb tktmwtb
Author: ReverendTed
Homepage: http://www.planetsoldier.com/sof2/ktmwtb.shtml
Download Location:
ktmwtb-final.zip (Gametype files - 317KB)
ktmwtb-stock-maps.zip (Stock retail maps with ktmwtb support - 9.23MB)
Last Updated: 7-16-'02
Short Description: Also known as "Scramble" and "Team Scramble". There is a "ball" in the map. Grabbing and holding the ball racks up points for the "ball carrier". Killing the ball carrier is another few points. Holding the ball for a certain amount of time results in a "Long Haul", where a few extra points are awarded and the ball returns to the spawn point. (To prevent stealing the ball and hiding.) The Team variant has four different modes of play. All conditions, such as the scoring interval, points awarded for different actions, etc, are customizable by documented cvars, and all modes can be played with or without pickups.
Brief Comments: If you support ktmwtbtktmwtb in your map(s), please e-mail me, and I'll add your map(s) to the list of supported maps in the Readme file, or o­n the KtMwtB website, if I ever get o­ne set up. And Thanks!
Spawn Type: DM Spawn
Spawn Info: Uses random DM and TDM spawn points. No extra keys are necessary for the info_deathmatch_start entities.
Custom Images:
/gfx/menus/levelshots/your_map_name_ktmwtb_ball.jpg
/gfx/menus/levelshots/your_map_name_tktmwtb_ball.jpg
(These are 256x256 JPEG format images used for the briefings before a round.)
Required Entities:
Entity: gametype_item
Required Keys:
"targetname" "ball"
"gametype" "ktmwtb tktmwtb"
Placement Info: This is the ball. Place it in a central location. The player will pick it up and carry it to gain points. The ball will also return to this point when it respawns.
Required Triggers: None

Gametype: Classic CTF
Abbreviation: cctf
Author: GODh
Homepage: http://godh.fragland.net/goldrush/
Download Location: Not yet released
Last Updated: 7-10-'02
Short Description: Standard SoF2 CTF, but using the "Classic" CTF rules from SoF1. You can recover a dropped flag by touching it, and you can o­nly score when your own flag is at your base. Also capable of using pickups as with SoF1 CTF.
Brief Comments: None
Spawn Type: Gametype Spawn
Spawn Info: Uses the same spawns as standard CTF. Simply add "cctf" to the "gametype" key of these spawn entities. (ie: "gametype" "ctf cctf")
Required Entities and Triggers: CCTF uses the exact same entities, player spawns, and triggers as standard CTF. Simply add "cctf" to the "gametype" key of all entities and triggers that already have a "gametype" "ctf" key pair. (ie: "gametype" "ctf cctf")

Gametype: Goldrush
Abbreviation: gold
Author: GODh
Homepage: http://godh.fragland.net/goldrush/
Download Location: Not yet released
Last Updated: 7-10-'02
Short Description: Basically CTF with o­ne central flag. Two teams attempt to grab a central "Golden" objective and bring it back to their base for extraction. The current plan is that o­ne round is a team elimination or single capture.
Brief Comments: None
Spawn Type: Gametype Spawn
Spawn Info: Each team should spawn together in different (preferably opposite) areas of the map. Each should be about an equal distance from the "gold" entity location.
Custom Images:
/gfx/menus/levelshots/your_map_name_gold_objective.jpg
(This is a 256x256 JPEG format image used for the Gold briefing before a round.)
Required Entities:
Entity: gametype_item
Required Keys:
"targetname" "gold"
"gametype" "gold"
Placement Info: This is the gold objective item. Place it in a central location. The teams will attempt to pick it up and carry it to their base for extraction.
Required Triggers:
Trigger: gametype_trigger
Required Keys:
"targetname" "extraction_blue"
"gametype" "gold"
Placement Info: This is the blue extraction point. It should be placed near the Blue Team spawn location. You should also have an "extraction_red" near the Red Team spawn location.

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»