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/gfx/menus/levelshots/your_map_name_inf_briefcase.jpgRequired Entities:
/gfx/menus/levelshots/your_map_name_inf_extraction.jpg
(These are 256x256 JPEG format images used for the INF briefing before a round.)
Entity: gametype_itemRequired Triggers:
Required Keys:"targetname" "briefcase"Placement Info: This is the infiltration briefcase. Place it in a defendable location that is slightly closer to the Red Team spawn points.
"gametype" "inf"
Trigger: gametype_trigger
Required Keys:"targetname" "briefcase_destination"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" "inf"
Entity: gametype_item
Required Keys:"targetname" "blue_flag"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.
"gametype" "ctf"
Entity: target_effectRequired Triggers:
Required Keys:"targetname" "blueflare"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.
"effect" "flare_blue.efx"
"delay" "300"
Trigger: gametype_trigger
Required Keys:"targetname" "blue_capture_point"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" "ctf"
"target" "blueflare"
/gfx/menus/levelshots/your_map_name_dem_bombsite1.jpgRequired Entities:
/gfx/menus/levelshots/your_map_name_dem_bombsite2.jpg
(These are 256x256 JPEG format images used for the DEM briefing before a round.)
Entity: func_wall
Required Keys:"targetname" "demolish1"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.
"gametype" "dem"
Entity: target_effectRequired Triggers:
Required Keys:"targetname" "demolish1"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.
"gametype" "dem"
"effect" "explosions/big_explosion.efx"
"delay" "1100"
Trigger: gametype_trigger
Required Keys:"targetname" "demolition_site_1"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".
"gametype" "dem"
"target" "demolish1"
Trigger: trigger_hurtOther 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)
Required Keys:"targetname" "demolish1"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".
"gametype" "dem"
"spawnflags" "1"
"dmg" "9999"
/gfx/menus/levelshots/your_map_name_ktmwtb_ball.jpgRequired Entities:
/gfx/menus/levelshots/your_map_name_tktmwtb_ball.jpg
(These are 256x256 JPEG format images used for the briefings before a round.)
Entity: gametype_itemRequired Triggers: None
Required Keys:"targetname" "ball"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.
"gametype" "ktmwtb tktmwtb"
/gfx/menus/levelshots/your_map_name_gold_objective.jpgRequired Entities:
(This is a 256x256 JPEG format image used for the Gold briefing before a round.)
Entity: gametype_itemRequired Triggers:
Required Keys:"targetname" "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.
"gametype" "gold"
Trigger: gametype_trigger
Required Keys:"targetname" "extraction_blue"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.
"gametype" "gold"
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