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

From Fortress Forever Wiki
Jump to navigationJump to search
(First revision of article)
Line 1: Line 1:
 +
=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.
 +
&nbsp;
 +
==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.
 +
&nbsp;
 +
==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.
 +
&nbsp;
 +
*<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.
 +
&nbsp;
 +
==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)
 +
 +
&nbsp;
 +
=Lua Script=
 +
==Base Script==
 +
<pre>IncludeScript("base_id");</pre>
 +
&nbsp;
 +
==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
 +
&nbsp;
 +
==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.
 +
 +
&nbsp;
 
[[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.