Team Deathmatch
Post Reply
Quote
Re: Team Deathmatch
Posted by Yesurbius on Thu Jan 6th at 2:49pm 2005


I have played Team Deathmatch and it seems like all it is, is regular Deathmatch but it puts people on Teams. This seems super boring to me, and I was thinking there has to be more to it...

For example:

Can I make an "assault" map where one team defends and one team attacks? Basically Team A spawns in one place, team B spawns in another. As Team A completes objectives, the spawn points are changed ... when last objective is reached, it ends the game.

Basically I would envision it is putting in deathmatch spawns - and then having different events in the level, change the properties of those deathmatch spawns - indicating which team can spawn at it, whether it is enabled / disabled for spawning, etc etc..

As for the objectives themselves, they would just have to have some sort of filter on them, only allowing one team to destroy them.

The big problem is that I am not finding anything in Hammer that is offering me evidence that this is possible ... which is why I am posting - is it possible or are we talking about C++ and Mod skills here?






Quote
Re: Team Deathmatch
Posted by Nickelplate on Thu Jan 6th at 3:29pm 2005


team deathmatch is just what it says: a deathmatch with teams. What you make of it afterwards is completely up to your imagination. as for an "assaault map" a la UT2004, it's impossible without coding. [addsig]



Quote
Re: Team Deathmatch
Posted by Yesurbius on Thu Jan 6th at 4:23pm 2005


Okay - work with me a sec ... I have not done any implementation - just chattin here..

There is a filter_activator_team entity. Filters between blue and red team. I am not sure what all you can use filters on other than a transport trigger. So lets use the transport trigger.

I create a "spawn room" with 8 deathmatch spawns next to each other. Over top of each spawn, is two transport triggers, each with a separate filter - one for the blue team, one for the red team.

So we should be able to take care of controlling where each of our teams spawn. We should also be able (maybe through the use of a lot more transports), be able to disable / enable various spawn points (a spawn point in this sense actually being a point_target for the trigger transport).

Now - the objectives. I am not sure what you can attach filters to -- but if we could re-use the filter_activator_team filter in the right way, we can make it so only a certain team can complete the objectives. The last objective would trigger a game_end ..

Actually - just did another look-see and there is a name associated with the filter, and a test method. So wow - the possibilities ...

Thoughts?




Quote
Re: Team Deathmatch
Posted by Guessmyname on Thu Jan 6th at 4:51pm 2005


Very intruiging!

Come to think of, you could, you know - cheat a bit, if you're testing it / trying to figure out what kind of objectives work etc by using the dm_overwatch source vmf as a pre-built map for testing. DO NOT, however release that as a map
[addsig]




Quote
Re: Team Deathmatch
Posted by Yesurbius on Thu Jan 6th at 5:16pm 2005


I am testing / debugging it now ...

Combine (blue) triggers all the teleports, and triggers the filters ... but does the teleports and triggers as red. (strange).

Rebels (red) on the other hand do not trigger any teleports, and the filters are as if nobody triggered them.

I am still experimenting - could be because it is just me, changing sides .. maybe I will get my friend to help me test it.




Quote
Re: Team Deathmatch
Posted by Grash on Thu Jan 6th at 6:58pm 2005


I did some UT2k4 assult mapping, so I'm interested if this is going to work for a few ideas I'd like to try in Source.

I've thrown two major items that carry over from Assult level design that isn't UT specific.

1) Activate new spawn points before you disactivate the old ones. It ensures you allways have a spawn point to spawn into.

2) It might be just easier to not putz around with switching teams on the spawn points, so If you want the attackers (the Combine in your case) spawn where the Defenders (the Rebels) where, you'll use two spawn points, one activated and for the Rebels amd one disactivated for the Combine. And of course, you'll just activate and disactivate the spawn points. (In UT you're forced to designate spawn points to a team)

btw: the prefix for assult maps is AS_





Quote
Re: Team Deathmatch
Posted by omegaslayer on Thu Jan 6th at 7:12pm 2005


Pitch this idea to AG2, they may like it, I think Reno is on the team if im not mistaken, but are there game_entities in HL2? Those are the ones that control teams.
[addsig]




Quote
Re: Team Deathmatch
Posted by Yesurbius on Thu Jan 6th at 7:35pm 2005


I am more interested in getting this done for my own levels LOL Not sure what you mean by game_entities - we should be able to do this without ...

As for the the teleports - yeah I was thinking that ... put actual spawn points for the defenders, and then just put one teleport over each spawn point to separate out the attackers and put them to their designated spawn points. The problem with this however is that if there is a hiccup or something screwy - either the person will start behind enemy lines or the defenders may see a 'flicker' or something if they are looking at a spawn point when an attacker spawns in, then is teleported off.

When I tested it out - I did not see a "flash" or a jerk or nothing from my point of view - it seemed like the info_target was the actual spawn point... very seamless.

As a side note - I managed to make a switch .. and when you hit the switch, it lights up red if you are red team, and blue if you are blue team.... It is just a switch, yes, but it is the fundamental basis of building assault objectives.

I am still working on the Teleport thingy ... so far it only does Combine and the Rebels are just plain ignored ... Probably something quirky with my teleport ... not sure yet...




Quote
Re: Team Deathmatch
Posted by omegaslayer on Thu Jan 6th at 7:47pm 2005


game_player_team
game_player_equip

Yes I am right they do exist, check them out and read this: http://collective.valve-erc.com/index.php?doc=1047683808-21957700
its for HL1, but there might be some similarities.
[addsig]




Quote
Re: Team Deathmatch
Posted by Yesurbius on Fri Jan 7th at 2:16am 2005


Okay so I managed to get it working great.

The filters need to be inverted to work properly:

filter_activator_team #1:
Name: red_only
Filter Mode: Disallow entities that match criteria
Filter Team Number: Team 2 (red)

filter_activator_team #2
Name: blue_only
Filter Mode: Allow entities that match criteria
Filter Team Number: Team 2 (red)

That is pretty messed up eh? It is funny because that is the only
way I could get that to work. It seems that it cannot
perform team tests for blue, and the team color is opposite of what
you'd expect to work (ie. to only allow red, you have to set it to
disallow red ... which would be blue ... but its actually red
...twisted stuff)

To use a switch or whatever just create another
filter_activator_team with Filter Mode=Allow
entities that match criteria and Filter Team
Number=Team 2 (red). Then in the Output tab
create an OnPass and an OnFail events ..
Remember you have to invert it (so if you want a light to turn
on for blue players, you would test for red and run the OnPass
output0

Once you got the second filter_activator_team set up, you can
use any standard output to fire the test - use the Target
Input of TestActivator

Hope that helps - I think I am going to write a tutorial on this once I
get all the kinks ironed out .. but this should be the core basics.




Quote
Re: Team Deathmatch
Posted by Yesurbius on Fri Jan 7th at 11:22am 2005


I have submitted a tutorial and example map for what we were talking about here... I made this tutorial less colorful than my last





Post Reply