Furyo
12-05-2005, 07:33 AM
I played around with Hammer today, trying to figure out how to have objectives in a map.
It's not much of a work around, but with proper map design it can work as an "objective" would.
I haven't managed to make a breakable entity trigger a cap, because the output setting doesn't exist, so this isn't exactly objectives as we are used to having.
The way it works is as follows:
A dod_capture area (and flag) are set, and start activated (haven't managed to trigger an activation either for unknown reasons)
Enclose this capture area and flag in a playerclip textured func_brush, which is the only way you can name it.
On breaking a specific object (in my example a crate), you can trigger the func_brush to be killed, allowing you access to the cap zone.
Couple that with a game_text triggered as a player enters a zone, to tell him he needs to complete something before entering the area, and you have an "objective"
Here's an idea of how it could be used:
Commando mission. Disable the communications system before storming the nearby kommandantur. the breakable entity would be a radio outpost. If allies manage to destroy that post in x amount of time, axis can't warn the kommandantur. If allies can't, round is over.
Destroying the radio outpost gives them access to the rest of the map (spawn points change, see Fuzzdad's tutorial for that part, for both axis and allies) and the game turns to a more conventional CTF type map (where the axis have to keep the kommandantur, whereas allies needs to capture it)
Anyway that's all fine and dandy, but someone needs to get to work ;).
You can download the complete zip with source files and bsp at the following links to see how this is done.
http://www.907th.com/media/maps/dods_maps/dods_objectives.zip
For some reason I couldn't get the game_text to work. If anyone wants to add on to this example, please do so. The community as a whole will get a lot further than one man on his own.
Hope this is useful for some.
It's not much of a work around, but with proper map design it can work as an "objective" would.
I haven't managed to make a breakable entity trigger a cap, because the output setting doesn't exist, so this isn't exactly objectives as we are used to having.
The way it works is as follows:
A dod_capture area (and flag) are set, and start activated (haven't managed to trigger an activation either for unknown reasons)
Enclose this capture area and flag in a playerclip textured func_brush, which is the only way you can name it.
On breaking a specific object (in my example a crate), you can trigger the func_brush to be killed, allowing you access to the cap zone.
Couple that with a game_text triggered as a player enters a zone, to tell him he needs to complete something before entering the area, and you have an "objective"
Here's an idea of how it could be used:
Commando mission. Disable the communications system before storming the nearby kommandantur. the breakable entity would be a radio outpost. If allies manage to destroy that post in x amount of time, axis can't warn the kommandantur. If allies can't, round is over.
Destroying the radio outpost gives them access to the rest of the map (spawn points change, see Fuzzdad's tutorial for that part, for both axis and allies) and the game turns to a more conventional CTF type map (where the axis have to keep the kommandantur, whereas allies needs to capture it)
Anyway that's all fine and dandy, but someone needs to get to work ;).
You can download the complete zip with source files and bsp at the following links to see how this is done.
http://www.907th.com/media/maps/dods_maps/dods_objectives.zip
For some reason I couldn't get the game_text to work. If anyone wants to add on to this example, please do so. The community as a whole will get a lot further than one man on his own.
Hope this is useful for some.