Snarkpit Articles

Mapping For Gametype

Search & Destroy
In this tutorial we will be making a basic set of bomb zones for the SD gametype.

We will presume that we have a map ready for the bombzones to be added, in this case I have 2 french champagne crates (each will represent a bomb zone).

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Firstly you will need to add at least one of the following entities:

mp - searchanddestroy_spawn_allied (allied spawn) [recommended 16 spawns]
mp - searchanddestroy_spawn_axis (axis spawn) [recommended 16 spawns]
mp - searchanddestroy_intermission (spectator spawn) [only need one]

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Now you will need to make a small brush in the middle of where your bomb zone will be & cover it in the origin texture located it textures - common. This will act as your compass objective star.

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Now you will need to make a larger brush surrouding the origin brush in the space you wish to be the area you plant the bomb in. Cover this brush in the trigger texture (also located in textures - common)

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Now select both brushes & right click them in the XY Top view. Select the entity trigger - multiple. Now both brushes should be bound as one entity.

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Press N to open your entity tab & enter the following keypairs:

Key: targetname
Value: bombzone_A

Key: script_gameobjectname
Value: bombzone

Key: target
Value: origin_A

Your entity tab should now look something like this:

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Press escape to deselect both brushes. Now we need to make a script_origin somewhere near the bombzone looking towards it, this will be the point spectators turn to when the bomb is planted & (should) sort out problems with linux crashes.

Right click in your XY Top view & select script - origin

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Move your origin entity to wherever you like & then press N to open the entity tab, enter the following keypair:

Key: targetname
Value: origin_A

Now you will see that a red line has appeared between both the bombzone trigger_multiple & the script_origin you just made.

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Repeat this process for the 2nd bomb zone but replace the _A's with _B's.

Now you should have 2 bombzones ready for use, we just need to make the defuse trigger now. Anywhere in your XY Top view right click & make the entity trigger - lookat. Make your lookat entity at least 16 units cubed.

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Cover this entity in the origin texture & press N to open the entity tab, enter the following keypairs:

Key: targetname
Value: bombtrigger

Key: script_gameobjectname
Value: bombzone

It should now look something like this:

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Now your map is ready, save the map & compile it. Lets now move on to the .gsc file. Open your .gsc file & enter:

game["attackers"] = "axis/allies";
game["defenders"] = "axis/allies";

The attackers are those who plant the bomb & the defenders are those who defuse it. So, our gsc file should look something like this:

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Now your map is ready for use in the SD gametype :smile:

Discussion

Posted by Forceflow on Thu Feb 19th 2004 at 7:07am

I agree.
Posted by Pegs on Wed Feb 18th 2004 at 10:40pm

Yet again another good tutorial