Difference between revisions of "Map Template:Invade/Defend"
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+ | =Introduction= | ||
+ | This are the defaults for a basic Invade and Defend Avanti/Cornfield-style map, as set up by base_id.lua. All of the [[MapTemplate:BaseTeamplay|Basic Teamplay]] entities are supported. | ||
+ | |||
+ | For the Attack and Defend variant, see [[MapTemplate:Attack/Defend|Attack/Defend]] | ||
+ | | ||
+ | =Entities= | ||
+ | ==Flags== | ||
+ | *<b>cp1_flag</b> (info_ff_script): Command Point 1 Flag start position | ||
+ | *<b>cp2_flag</b> (info_ff_script): ... and so | ||
+ | *<b>cp3_flag</b> (info_ff_script): ... on etc. | ||
+ | *<b>cp4_flag</b> (info_ff_script): ... etc. | ||
+ | *<b>cp5_flag</b> (info_ff_script): ... etc. | ||
+ | *<b>cp6_flag</b> (info_ff_script): ... etc. | ||
+ | *<b>cp7_flag</b> (info_ff_script): ... etc. | ||
+ | *<b>cp8_flag</b> (info_ff_script): ... etc. | ||
+ | | ||
+ | ==Command Points== | ||
+ | *<b>cp1_cap</b> (trigger_ff_script): ... Capture zone for Command Point One | ||
+ | *<b>cp2_cap</b> (trigger_ff_script): ... and so | ||
+ | *<b>cp3_cap</b> (trigger_ff_script): ... on etc. | ||
+ | *<b>cp4_cap</b> (trigger_ff_script): ... etc. | ||
+ | *<b>cp5_cap</b> (trigger_ff_script): ... etc. | ||
+ | *<b>cp6_cap</b> (trigger_ff_script): ... etc. | ||
+ | *<b>cp7_cap</b> (trigger_ff_script): ... etc. | ||
+ | *<b>cp8_cap</b> (trigger_ff_script): ... etc. | ||
+ | | ||
+ | ==Respawn Points== | ||
+ | *<b>cp1_attacker</b> (info_ff_spawn): Respawn point for attacking team when attacking CP1 | ||
+ | *<b>cp2_attacker</b> (info_ff_spawn): ... and so | ||
+ | *<b>cp3_attacker</b> (info_ff_spawn): ... on etc. | ||
+ | *<b>cp4_attacker</b> (info_ff_spawn): ... etc. | ||
+ | *<b>cp5_attacker</b> (info_ff_spawn): ... etc. | ||
+ | *<b>cp6_attacker</b> (info_ff_spawn): ... etc. | ||
+ | *<b>cp7_attacker</b> (info_ff_spawn): ... etc. | ||
+ | *<b>cp8_attacker</b> (info_ff_spawn): ... etc. | ||
+ | | ||
+ | *<b>cp1_defender</b> (info_ff_spawn): Respawn point for defending team when defending CP1 | ||
+ | *<b>cp2_defender</b> (info_ff_spawn): ... and so | ||
+ | *<b>cp3_defender</b> (info_ff_spawn): ... on etc. | ||
+ | *<b>cp4_defender</b> (info_ff_spawn): ... etc. | ||
+ | *<b>cp5_defender</b> (info_ff_spawn): ... etc. | ||
+ | *<b>cp6_defender</b> (info_ff_spawn): ... etc. | ||
+ | *<b>cp7_defender</b> (info_ff_spawn): ... etc. | ||
+ | *<b>cp8_defender</b> (info_ff_spawn): ... etc. | ||
+ | | ||
+ | ==Gate== | ||
+ | *<b>start_gate</b> (func_door): Area gate that seperates teams before round start (All open flags should be off, so only Lua can trigger it) | ||
+ | |||
+ | | ||
+ | =Lua Script= | ||
+ | ==Base Script== | ||
+ | <pre>IncludeScript("base_id");</pre> | ||
+ | | ||
+ | ==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") | ||
+ | *<b>POINTS_PER_CAPTURE</b> (Default: 10): Points scored by the attackers for each capture | ||
+ | *<b>POINTS_PER_PERIOD</b> (Default: 2): Points scored by the defenders each 'period' | ||
+ | *<b>PERIOD_TIME</b> (Default: 30): Length of each 'period', in seconds | ||
+ | *<b>NUM_PHASES</b> (Default: 4): Amount of Command Points (base_id.lua supports 1-8) | ||
+ | *<b>INITIAL_ROUND_DELAY</b> (Default: 45): Delay for a restarted round (before gate opens) | ||
+ | *<b>ROUND_DELAY</b> (Default: 15): Delay for flag return to newly captured CP | ||
+ | *<b>FLAG_RETURN_TIME</b> (Default: 60): Delay for flag return when lying around | ||
+ | | ||
+ | ==Overridable Functions== | ||
+ | (NOTE: The replacement should be added to your own map's Lua file) | ||
+ | *<b>onroundreset()</b>: Typically used to reset detpack walls and respawn turrets, if used in the map. Optional. | ||
+ | |||
+ | | ||
[[Category:Map Templates]] [[Category:Mapping]] | [[Category:Map Templates]] [[Category:Mapping]] |
Revision as of 22:28, 28 November 2007
Introduction
This are the defaults for a basic Invade and Defend Avanti/Cornfield-style map, as set up by base_id.lua. All of the Basic Teamplay entities are supported.
For the Attack and Defend variant, see Attack/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.
- cp4_flag (info_ff_script): ... etc.
- cp5_flag (info_ff_script): ... etc.
- cp6_flag (info_ff_script): ... etc.
- cp7_flag (info_ff_script): ... etc.
- cp8_flag (info_ff_script): ... 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.
- cp4_cap (trigger_ff_script): ... etc.
- cp5_cap (trigger_ff_script): ... etc.
- cp6_cap (trigger_ff_script): ... etc.
- cp7_cap (trigger_ff_script): ... etc.
- cp8_cap (trigger_ff_script): ... etc.
Respawn Points
- cp1_attacker (info_ff_spawn): Respawn point for attacking team when attacking CP1
- cp2_attacker (info_ff_spawn): ... and so
- cp3_attacker (info_ff_spawn): ... on etc.
- cp4_attacker (info_ff_spawn): ... etc.
- cp5_attacker (info_ff_spawn): ... etc.
- cp6_attacker (info_ff_spawn): ... etc.
- cp7_attacker (info_ff_spawn): ... etc.
- cp8_attacker (info_ff_spawn): ... etc.
- cp1_defender (info_ff_spawn): Respawn point for defending team when defending CP1
- cp2_defender (info_ff_spawn): ... and so
- cp3_defender (info_ff_spawn): ... on etc.
- cp4_defender (info_ff_spawn): ... etc.
- cp5_defender (info_ff_spawn): ... etc.
- cp6_defender (info_ff_spawn): ... etc.
- cp7_defender (info_ff_spawn): ... etc.
- cp8_defender (info_ff_spawn): ... etc.
Gate
- start_gate (func_door): Area gate that seperates teams before round start (All open flags should be off, so only Lua can trigger it)
Lua Script
Base Script
IncludeScript("base_id");
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_CAPTURE (Default: 10): Points scored by the attackers for each capture
- POINTS_PER_PERIOD (Default: 2): Points scored by the defenders each 'period'
- PERIOD_TIME (Default: 30): Length of each 'period', in seconds
- NUM_PHASES (Default: 4): Amount of Command Points (base_id.lua supports 1-8)
- INITIAL_ROUND_DELAY (Default: 45): Delay for a restarted round (before gate opens)
- ROUND_DELAY (Default: 15): Delay for flag return to newly captured CP
- FLAG_RETURN_TIME (Default: 60): Delay for flag return when lying around
Overridable Functions
(NOTE: The replacement should be added to your own map's Lua file)
- onroundreset(): Typically used to reset detpack walls and respawn turrets, if used in the map. Optional.