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Explosive
Objectives
This tutorial will teach you how to add tow objectives
to a multiplayer wolf map.
| 1 |
First
off we need to make our objectives. Ive made too shoddy looking
blocks for mine (Fig 1.0)
(Fig 1.0)
If you want to follow this tutorial its best to download the
objectives like in Fig 1.0 here.
Otherwise make 2 brushes in an encased level.
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| 2. |
You
now need to make the each brush into a "func_explosive".
(Fig 1.1)
Once ive made the brush a func explosive (select the brush,
right click, choose func explosive) then you need to get up
the properties window (press"N") (Fig 1.2)
(Fig 1.2)
You should have a quick read through the various descriptions
(in the window with all the writing in) these windows tell you
the key and what value you can type in. Once you have had a
quick look through,
we now need to add our keys and values for this objective (Fig
1.3):
(Fig 1.3)
As you can see in fig 1.3, ive entered all the things needed
to make this objective work correctly, so you need to do the
same, lets go through what each one means:
useshader - this button is set to ON because it will
use the same shader as the brush has for the debris
lowgrav - means the debris falls slowly
dynomite - have this selected so the objective can
ONLY be blown by using dynamite
spawnflags 76 - this is just in relation to the buttons
you press in, the number changes depending on what you have
chosen.
dmg 75 - the radius of how much damage is done, ive
put 75, as the default is no damage which is not very realistic.
health 0 - vital, means the brush isnt shootable,
if you dont use this, this can mean both sides can blow up the
objective, which we dont want
targetname percy - targetname actual means the name
of the selected object, so what we can see is ive called this
objective "percy"
classname func_explosive - you will know already this
is the type of entity you have chosen, and it is displayed automatically.
type metal - ive chosen metal here for the type of
material, it will also make a metal like sound when broken,
if you say chose wood it will make a wood breaking sound when
it blows.
mass 100 - the weight of the object, the amount in
size, the mass! :P ive put in 100, theres a description of the
amounts in the descriptions window, I thought 100 was about
right
scriptname percy_obj1 - this is vital, this directs
it to the right place in our script, we havent made our script
yet, we will make that after we have finished making our objectives,
but this tells the game where to look in our script, it will
look for the line "percy_obj1" and follow the code.
So thats it for objective 1, its called "percy". Now
we need to do the same for objective 2 (Fig 1.4), only this
time, we will change the name of the objective and the scriptname,
everything else can stay the same.
(Fig 1.4)
(Fig 1.5)
Everything's the same as before, apart from what ive highlighted
in red, this objective is called "tommy" and the scriptname
is "tommy_obj2".
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| 3. |
Now
we have 2 objectives, "percy" and "tommy",
think of "percy" as objective 1 and "tommy"
as objective 2
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| 4. |
Now
we need to place a trigger brush for where the tnt is allowed
to be placed. What you need to do is load up the "common"
texture set and choose "trigger" and then place a
brush around the objective where you want the TNT to be able
to plant.
(Fig 1.6)
Above "percy"
(Fig 1.7)
What you now need to do is, with the trigger brush selected,
right click and choose "trigger" then "trigger
objective info" (if your on 800x600, move the mouse
to the very bottom of the menu, then move it across the bottom
and then you can get the stuff in the trigger part of the menu
as you cant see the text of trigger as it doesnt fit on screen)
Press "N" to get up the entity window and you will
see the window as in Fig 1.7. We now need to add some more keys
and values, ive added the following:
(Fig 1.7)
As you can see ive added various keys, you need to add them
in too, it doesnt matter what order they appear as long as you
have those keys in, so lets discuss them:
axis objective - this is set to ON, this actually
means that only the ALLIED team will be able to blow this up,
as its a axis objective, seems the wrong way round i
know! but thats what it is
scriptname percy_obj1 - this is what this trigger
will look for in our script file that we will make later
score 10 - this is how many points youll get when
you blow this objective up
spawnflags 1 - this has appeared because we chose
"axis objective" which means only allies can blow
it up
target percy - this is our target for this trigger,
once the dynamite blows up we want this trigger to be targeting
our objective and blowing it up, our objective is called "percy"
so thats what we give this a target of
classname - automatically inserted, name of entity
track percy target - this is what is displayed on
screen to the players in game, before this "You are Near"
is automatically inserted, ive written in "percy target".
So it will say on screen "you are near percy target"
when you go in the trigger brush area
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| 4. |
We
have 2 objectives, and a trigger brush on objective 1, we now
need another trigger brush for objective 2, "tommy".
So do exactly the same as you did for objective 1.
(Fig 1.8)
(Fig 1.9)
Now enter the same keys and values as before, the ones that
have been changed have been highlighted in red, ive changed
the "target" to "tommy", ive also added
"track" "tommy target" so it will say "you
are near tommy target" in game, and finally ive changed
the "scriptname" to "tommy obj2" so it looks
for that part of our script in the script that we will make
in a moment.
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| 5. |
Now
we need to add in the entity named "script_multiplayer"
this is so it knows what script title its looking for in our
soon to be made script. Put in the entity by right click and
choosing "script_multiplayer" from the menu. Press
"N" and then all you need to add here is a key of
"scriptname" and a value of "game_manager"
as "game_manager" is the title of our script, most
of the official maps used that name so we will to, to be on
the safe side. Fig 2.0
(Fig 2.0)
It should now look like the image above, with the "game_manager"
inserted.
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| 6. |
Now
we have our 2 objectives, 2 trigger brushes, and one "script
multiplayer".
We are just about finished on the map side.
Remember that the name of your script needs to be the same as
your map. So our script will be called "obtest" as
thats the name of our map. When we are telling various objectives
what scripts to look for it looks within the script for the
titles. So as in objective 1 it looks for "percy_obj1",
it already knows to look in our script file (obtest) and looks
down the text code for the name "percy_obj1" and carries
out the code for it.

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| 7. |
Now
we need to make our script. To save typing out lots of crap,
I took the mp_base script, copied it and renamed the file to
"obtest".
You can download the script which comes with the .map and .bsp
here
Now your script needs to be exactly like the one in the file,
ive pasted it in here too, Im going to explain the vital parts
in green,
click here to
put the script up.
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| 8. |
You
should place the script in the same place as your .map and remember
it has to be called the same name.
You should now have the following:
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One
map file named "obtest" containing: 2 objectives,
2 trigger brushes and a script_multiplayer (and usual
info player starts etc)
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One
script file named "obtest" |
If you havent already you can download the script, map and bsp
here
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Problems, Comments, Queries > Forum
Tutorial by eyeronik
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