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Misc

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

DoD Entities

    Miscellaneous


dod_trigger_sandbag

Brush entity:
Allows machine gunners to deploy their bipod while standing

Properties:

Name - Targetname

Target - Usually left blank

Master - Entity to use as master

PYR - Note: the default DoD FGD may not include this

Degrees in either direction - Arc of fire either side of the set centreline

Flags:

None -

Notes:

Set the centreline of the arc that the player must face in to deploy, using the dial in object properties, note that this may cause VHE to report that "dod_trigger_sandbag has unused keyvalues". However if you change this line in your DoD FGD:

@SolidClass base(Targetname,Target,Master) = dod_trigger_sandbag : "Sandbag Trigger"

to this:

@SolidClass base(Targetname,Target,Master,Angles) = dod_trigger_sandbag : "Sandbag Trigger"

Then the error (which is not really an error) will no longer be reported.


dod_camera

Point entity:

This is a modified trigger_camera

Properties:

Target - Name of the entity the camera will look at

Delay before target -

Killtarget -

Name - Targetname

Zoom FOV - Set camera zoom

dod_camera View -

normal
scope
binoculars
widescreen

Dod_camera Fade:

normal
black (instant)
fast fade out (2 seconds)
fast fade in (2 seconds)
slow fade out (4 seconds)
slow fade in (4 seconds)

Subtitle -

Hold time - Length of time of the camera view

Trigger on Start -

Trigger on End -

Path corner - Name of the first path_corner for moving cameras

Initial speed - For moving cameras

Acceleration -

Stop Deceleration -

Team that is bound to - choose a team:

allies
axis
both

Flags:

Start at player - Camera starts at players eye position

Follow player - Camera uses the player as target

Freeze player - Prevent player actions during camera scene

Notes:

dod_camera like trigger_camera is / will be used for cut scenes, which are usually only found in single player games, however DoD beta 3.0 will include them as a method of telling the player(s) about their mission objectives.

DoDv1.X doesn't use the DoD camera although it is still functional.


path_corner

Point entity:
This is a modified Entity

Properties:

Name - Targetname

Pitch,Roll,Yaw (XYZ) - PYR settings

Zoom FOV - Change zoom at this point

dod_camera View -

normal
scope
binoculars
widescreen

Dod_camera Fade:

normal
black (instant)
fast fade out (2 seconds)
fast fade in (2 seconds)
slow fade out (4 seconds)
slow fade in (4 seconds)

Subtitle -

Next stop target -

New train speed -

New train rot speed -

Fire on pass -

Wait here(secs) -

Flags:

Wait for retrigger -

Teleport -

Fire once -

Notes:

path_corner has been modified to allow mappers to change the properties of a dod_camera


dod_location

Point entity:
Specify a named location in your map

Properties:

Master - Entity to use as master

Name of this location -

Flags:

None -

Notes:

A dod_location placed in a map will allow players to bind a key to say "i'm near %l" (for example) and the "%l" will be substituted for the relevant dod_location.


particle_shooter

Point entity:
Used to place particle effects in a map

Properties:

Name - Targetname

Target -

Angles - PYR (will probably control direction particles are "shot" in).

Group Id - ?

Number of Particles ( -1 = infinite ) - Number of particles per trigger?

Delay between shots -

Particle life - How long a particle persists for

Particle velocity -

Velocity variance -

Spin ( degrees per sec ) - Spin applied to particles?

Gravity - Gravity level on particles? (ie; set this low to create snowflakes etc)

Damping time - ?

Damping velocity - ?

Sprite - Filename of the sprite to use for the particles

Particle size - Scaling factor applied to sprites?

Color: red ( 0 - 255 ) - Adjust the color balance of the particles

Colour: green ( 0 - 255 ) -

Colour: blue ( 0 - 255 ) -

Brightness -

Fade speed - ?

Scale speed - ?

Framerate - For aninmated sprites?

Render mode - Select sprite rendermode:

Normal
Trans color
Trans texture
Glow
Indexed alpha
Additive

Flags:

Repeatable -

Spiral - ?

Collide with world - PParticle collisions with walls / roofs / floors ?

Affected by force - Wind (see info_doddetect) and gravity effects on particles?

Animate - Animate particles

Start on - Shooter active initialy or requires trigger

Kill on collide -Particle removed on collsion with world?

Ripple when hitting water - Water ripples? sprite ripples?

Notes:

None -


dod_preround

Point entity:
Triggers at the start of each round based on the previous rounds ending

EXPERIMENTAL

Properties:

Name - Targetname

Trigger if allies won last round - Entitys to trigger

Trigger if allies lost last round -

Trigger if axis won last round -

Trigger if axis lost last round -

Trigger if last round was draw -

Flags:

None -

Notes:

None -

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