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Scoring

Submitted by Andy on Fri, 2005-05-13 21:12.
Mapping Day of Defeat - by Nick Robins

DoD Entities

    Control / Scoring


info_doddetect

Point entity:
DoD "game rules" - sets team spawn status and troop type

Properties:

Master - Entity to use as master -

Give allied team infinite respawns -

yes
no

Give axis team infinite respawns -

Make allied team paratroopers -

yes
no

Make axis team paratroopers -

Country for allied team -

 
United States
British

Points for wiping out allied team - points awarded to the surviving team

Points for wiping out axis team -

Target when allies are eliminated - Trigger events when a team is eliminated

Target when axis are eliminated -

Use built in timer -

yes
no

Target when timer expires -

Team that wins when timer expires -

neither
allies
axis

Points given when timer expires -

Allies Respawn delay factor - Adjust the spawning rates for the teams, defaults to 1.0

Axis Respawn delay factor -

Wind X velocity - Adjust wind direction and speed, presumably affects weather (see below) and smoke FX

Wind Y velocity -

Weather Type -

none
rain
snow

Flags:

None -

Notes:

info_doddetect defines the "game rules" and enviroment for the map. Notably this entity has a master field, implying that the "game rules" can be changed mid-mission. In DoD beta 3.x this required a round re-start to take effect.


dod_control_point_master

Point entity:
Objective / scoring group controller

Properties:

Name - Will usually be left blank

Target - Usually left blank

Time between point gives - Time interval in seconds between points awards for holding flags

Target when allies capture Entity to fire when team captures, usually a dod_score_ent

Target when axis capture -

Master - Entity to use as master (see below)

Group name - Name of objective group that this dod_control_point _master acts for

Flags:

None -

Notes:

dod_control_point_master and objective groups
Since beta 2.0 DoD has had the facility to have objective groups which allows much easier control of mission objectives and sub-objectives. The two most important points about groups and the dod_control_point_master are:

  1. Each flag (dod_control_point) objective group must have a dod_control_point_master.
  2. Disabling a groups dod_control_point_master (by switching it's master off) will disable the whole group.

A flag groups dod_control_point_master dosn't necessarily need to perform any function for the group but the flag group needs it to be there. Normally the only time this is a problem is when using hidden flags to control spawns or events.

Disabling the group means that none of the groups entitys will trigger and all signs of them (such as models) will be hidden. This allows a map to have several objective systems, which can be switched on and off on the fly. Pre DoD v1.0 this was the only way to disable a dod_control_point as this entity did not have a 'master' field (added DoD v1.0).

A group consisting of dod_object(s) and dod_object_goal(s) does not require a dod_control_point_master.


dod_score_ent

Point entity:
Awards mission completion points and restarts round

Properties:

Name - Targetname

Target - Usually left blank

for team - Choose a team:

both
allies
axis

Points - For mission completion

Reset items time - Time in seconds

Reset players time - Time in seconds

Reset group - Leave blank to reset all objective groups

End game? - DO NOT SET THIS TO "YES"

Message - Text message

Move to next map - Change to another map. This allows a campaign map structure to be built

Change level delay - Time in seconds

Flags:

None -

Notes:

A dod_score_ent is triggered to end a round and reset everything for the next round, it can also award points for mission completion.


dod_point_relay

Point entity:
Used to explicitly set which team holds a dod_control_point

Properties:

Name - The targetname of the relay

Target - The targetname of the dod_control_point

Relay trigger point with team? - choose a team:

Allies
Axis
Reset

Flags:

None -

Notes:

The dod_point_relay can be useful in a variety of situations, such as where the target flag cannot be touch-capped (either due to position or configuration). It is also useful for setting the status of a hidden flag in order to control scoring or spawn positions.


dod_round_timer

Point entity:
Mission timer

Properties:

Name - Targetname

Target - Entity to trigger when timer reaches zero

Master - Entity to use as master

Timer length - Time in seconds

Flags:

Shown on HUD - Defaults to yes

Start off - Trigger the timer by name later on

Notes:

A dod_round_timer is a useful clock usually displayed on the players HUD to let them know exactly how long they have left to complete their objective. Note that once a timer is running it cannot be stopped, in order to prevent effects from triggering when the timer expires you will have to disable the effects.

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