Difference between revisions of "Map Template:Attack/Defend"
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==Area Gates== | ==Area Gates== | ||
− | *<b>cp1_gate</b> (func_door): | + | *<b>cp1_gate</b> (func_door): CP1 Gate that opens on round start (all "open" flags turned off so only Lua can open it) |
− | *<b>cp2_gate</b> (func_door): | + | *<b>cp2_gate</b> (func_door): ... and so |
− | *<b> | + | *<b>cp3_gate</b> (func_door): ... on etc. |
+ | | ||
+ | *<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) | ||
+ | *<b>cp2_exit</b> (func_door): ... and so | ||
+ | *<b>cp3_exit</b> (func_door): ... on etc. | ||
+ | | ||
− | |||
=Lua Script= | =Lua Script= | ||
==Base Script== | ==Base Script== |
Revision as of 03:09, 29 November 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