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Objectives

Submitted by Andy on Fri, 2005-05-13 21:11.
Mapping Day of Defeat - by Nick Robins

DoD Objectives

     Flag Objectives

     Object Objectives


dod_control_point

Point entity:
Normally used to place and specify DoD's territorial control flags, but can be used to achieve other effects.

Properties:

Name (targetname) - This is the name that Half-Life uses to identify the entity

Target -

PYR (angles) - Set the angle(s) for the displayed model (not included in official FGD)

Control point name - This is the name that Players see eg "Church"

Can Allies touch this point? - Can [TEAM] touch this point to capture. Note that if set to NO, [TEAM] can still capture this point via other means such as a dod_capture_area

Can Axis touch this point? -

Time based points value - Number of points given per scoring interval (see dod_control_point_master)

Points to capturer - Points given to player who captures

Points given to Team - Points given to capturers team

Default owner of the control point - Which team holds the point at the start of a round

Sound made when axis capture - Pathname of an appropriate wav file

Sound made when allies capture -

Sound made when point resets -

Model when allies capture - Pathname of an appropriate mdl file

Model when axis capture -

Model when point reset -

Allies model bodygroup - Choose which model body to use

Axis model bodygroup -

Reset model bodygroup -

HUD icon when noone owns point - These allow you to specify which HUD icon to use for the point, including flag, artillery, radio, custom etc.

HUD icon when axis own point -

HUD icon when allies own point -

Target when allies capture - Entitys to trigger when the point is captured

Target when axis capture -

Target when point reset -

String to show when capped - Can include vars, these include:

%p - player name
%n - "control point name"
%t - players team name

Group name - Name of the objective group this point is a member of (see dod_control_point_master)

Master - Entity to use as master

Index of this point (unique) - Specifies HUD tell-tale position for this point, 1 is far left (counting up to the right), -1 is random

Flags:

Hide control point on HUD - Hide the HUD tell-tale for this flag

Notes:

A dod_control_point is usually used to place a flag in a map. The only field that must be filled in is the "group name" (see dod_control_point_master) for the rest the defaults will serve to get things working.

This entity can be used for other purposes though, since it can have team ownership explicitly set via a dod_point_relay and it will change it's displayed model when this happens, it can be used to switch models on the fly, this capability has been increased with the addtion of the "bodygroup" options in DoD v1.0. It would also be possible to use it as a multifunction game_text or ambient_generic using the "string to show when captured" or "sound made" functions.


dod_capture_area

Brush entity:
Defines a volume to be captured

Properties:

Name - Targetname

Target - Usually (but not always) set to point to a dod_control_point

Master - Entity to use as master

Can allies cap?

yes
no

Can axis cap? -

Number of allies to cap - Number of players on each team required to cap

Number of axis to cap -

Time to cap - The capture time in seconds

Target when allies start capture - These options allow you to trigger effects, for example text prompts or sounds, for all the possible outcomes of an attempted capture

Target when allies capture broken -

Target when allies capture complete -

Target when axis start capture -

Target when axis capture broken -

Target when axis capture complete -

Sprite to show on HUD - The sprite that will be displayed on a players HUD while in the capture area

Requires object from this group - Player must be carrying an object from this group in order to trigger the capture

Flags:

Last man can cap - Mainly used for Para maps, allows a single player to cap a multiplayer cap point if they are the only player alive on their team

Notes:

A dod_capture_area is usually used to provide a timed capture of a flag but can be used to trigger any event based on it's status. In dod_strand (Fakedawg) it is used to provide access up the side of a cliff, If the Allies stay in an area at the bottom for a few seconds, a scaleing ladder will appear.

The new feature should allow a dod_capture_area to function similarly to a dod_object_goal but with a capture time before triggering. I am unsure whether every player attempting to capture the area will be required to carry a relevant object or only one of them.


dod_object

Point entity:
An objective object that can be picked up and carried by players

Properties:

Name - Targetname

Target - Usually left bank

PYR (angles) - Set the angle(s) for the displayed model (not included in official FGD)

Model - Pathname of a suitable .mdl file

Object name - This is the name that the players see

Team that can pick up - Choose a team:

both
axis
allies

Group name - Name of the objective group this object is a member of (see dod_control_point_master)

Sound when taken - These point to wav files which will play when the conditions occur. Note "captured" means delivered to a valid goal

Sound when captured -

Sound when dropped -

Sound when returned -

Carry speed - This is a multiplier, to make people move at half speed enter 0.5, 1 is normal movement rate

Reset on touch -

yes
no

Reset time - How long the object will stay on the map after being dropped

Points to capturer - Points awarded to player delivering the object

Points for teammates - Points awarded to capturers team

Target when complete - For using tnt to blow walls, this can be ignored, it is only used when you want an event to occur for this specific object

Sprite to show above player when carried - Can make the player very easy to see

Sprite to show on HUD when carried -

Master - Entity to use as master (see note)

Flags:

Report pickups and drops - Allow or supress "(1)Private picked up / lost the TnT"

Notes:

A dod_object can be used to perform a variety of tasks, in addition to any object based objective (capturing docs or enigma machine, blowing things up, delivering dispatches etc) it can also be used to place models in maps (the model will have to be clipped to prevent a player picking the object up).

Masters for dod_object and dod_object_goal. While these two entitys have a "master" field (specified from the FGD) they do not appear to be affected by the state of the master if one is named.


dod_object_goal

Brush entity:
A target volume for a dod_object

Properties:

Name - Targetname

Target - Usually left blank

Group name - Name of the objective group this goal area is a member of (see dod_control_point_master)

Target when complete - Trigger objective completion events

Sprite to show on HUD if in zone without object - Lets players know there is a trigger present

Master - Entity to use as master (see note)

Flags:

Don't multicap - If this flag is unchecked the dod_object_goal will only trigger when ALL of the dod_object(s) in the appropriate objective group have been delivered

Cap once per round -

Note:

Masters for dod_object and dod_object_goal. While these two entitys have a "master" field (specified from the FGD) they do not appear to be affected by the state of the master if one is named.

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