Difference between revisions of "Map Template:Attack/Defend"

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m (MapTemplate:Invade/Defend moved to MapTemplate:Attack/Defend: Making categories consistent throughout the Wiki/what they were refered to in TFC)
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{{Infobox manual/Header}}
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=Introduction=
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This are the defaults for a basic Attack and Defend Dustbowl-style map, as set up by base_ad.lua. All of the [[MapTemplate:BaseTeamplay|Basic Teamplay]] entities are supported.
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For the Invade and Defend variant, see [[MapTemplate:Invade/Defend|Invade/Defend]]
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=Entities=
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==Flags==
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*<b>cp1_flag</b> (info_ff_script): Command Point 1 Flag start position
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*<b>cp2_flag</b> (info_ff_script): ... and so
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*<b>cp3_flag</b> (info_ff_script): ... on etc.
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&nbsp;
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==Command Points==
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*<b>cp1_cap</b> (trigger_ff_script): ... Capture zone for Command Point One
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*<b>cp2_cap</b> (trigger_ff_script): ... and so
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*<b>cp3_cap</b> (trigger_ff_script): ... on etc.
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&nbsp;
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==Respawn Doors==
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*<b>start_door</b> (func_door): Initital respawn door for attacking team
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*<b>alpha_door</b> (func_door): Initital respawn door for defending team/CP2 respawn door for attacking team
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*<b>beta_door</b> (func_door): CP2 respawn door for defening team/CP3 respawn door for attacking team
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*<b>final_door</b> (func_door): CP3 respawn door for defending team
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&nbsp;
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==Respawn Points==
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*<b>start_spawn</b> (info_ff_spawn): Initital respawn point for attacking team
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*<b>alpha_spawn</b> (info_ff_spawn): Initital respawn point for defending team/CP2 respawn point for attacking team
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*<b>beta_spawn</b> (info_ff_spawn): CP2 respawn point for defening team/CP3 respawn point for attacking team
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*<b>final_spawn</b> (info_ff_spawn): CP3 respawn point for defending team
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&nbsp;
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==Area Gates==
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*<b>cp1_gate</b> (func_door): CP1 Gate that opens on round start (all "open" flags turned off so only Lua can open it)
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*<b>cp2_gate</b> (func_door): ... and so
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*<b>cp3_gate</b> (func_door): ... on etc.
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&nbsp;
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*<b>cp1_exit</b> (func_door): CP1 Gate that closes on capture, to prevent going back (all "open" flags turned off so only Lua can open it)
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*<b>cp2_exit</b> (func_door): ... and so
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*<b>cp3_exit</b> (func_door): ... on etc.
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&nbsp;
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=Lua Script=
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==Base Script==
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<pre>IncludeScript("base_ad");</pre>
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&nbsp;
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==Overridable Globals==
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(NOTE: Add these to the top of your own map's Lua file along with the new value, e.g. "GLOBAL_NAME = 10")
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*<b>POINTS_PER_PERIOD</b> (Default: 5): Points scored by the defenders each 'period'
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*<b>PERIOD_TIME</b> (Default: 60): Length of each 'period', in seconds
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&nbsp;
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[[Category:Map Templates]] [[Category:Mapping]]
 
[[Category:Map Templates]] [[Category:Mapping]]
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{{Infobox manual/Footer}}

Latest revision as of 15:56, 31 December 2007


Introduction

This are the defaults for a basic Attack and Defend Dustbowl-style map, as set up by base_ad.lua. All of the Basic Teamplay entities are supported.

For the Invade and Defend variant, see Invade/Defend  

Entities

Flags

  • cp1_flag (info_ff_script): Command Point 1 Flag start position
  • cp2_flag (info_ff_script): ... and so
  • cp3_flag (info_ff_script): ... on etc.

 

Command Points

  • cp1_cap (trigger_ff_script): ... Capture zone for Command Point One
  • cp2_cap (trigger_ff_script): ... and so
  • cp3_cap (trigger_ff_script): ... on etc.

 

Respawn Doors

  • start_door (func_door): Initital respawn door for attacking team
  • alpha_door (func_door): Initital respawn door for defending team/CP2 respawn door for attacking team
  • beta_door (func_door): CP2 respawn door for defening team/CP3 respawn door for attacking team
  • final_door (func_door): CP3 respawn door for defending team

 

Respawn Points

  • start_spawn (info_ff_spawn): Initital respawn point for attacking team
  • alpha_spawn (info_ff_spawn): Initital respawn point for defending team/CP2 respawn point for attacking team
  • beta_spawn (info_ff_spawn): CP2 respawn point for defening team/CP3 respawn point for attacking team
  • final_spawn (info_ff_spawn): CP3 respawn point for defending team

 

Area Gates

  • cp1_gate (func_door): CP1 Gate that opens on round start (all "open" flags turned off so only Lua can open it)
  • cp2_gate (func_door): ... and so
  • cp3_gate (func_door): ... on etc.

 

  • cp1_exit (func_door): CP1 Gate that closes on capture, to prevent going back (all "open" flags turned off so only Lua can open it)
  • cp2_exit (func_door): ... and so
  • cp3_exit (func_door): ... on etc.

 

Lua Script

Base Script

IncludeScript("base_ad");

 

Overridable Globals

(NOTE: Add these to the top of your own map's Lua file along with the new value, e.g. "GLOBAL_NAME = 10")

  • POINTS_PER_PERIOD (Default: 5): Points scored by the defenders each 'period'
  • PERIOD_TIME (Default: 60): Length of each 'period', in seconds