4.1.1 info_team_start
by Jim
Dunlop
Big Note: You should read
Castrator's "mapmakers"
document for more help on D-Day entities.
-
D-Day: Normandy is a mod that requires
unique entities in its maps in order to function properly. Don't
you feel special as a mapper? In this lesson, we'll touch upon the
most critical D-Day entities.
-
Let's start with info_team_start, which
not only tells the game the winning conditions of each team, but the next
map that will be played if that team wins. First, in our sample map,
find the info_player_start entity either by highlighting it in any view
(can be tricky because of other objects getting in the way) or by using
the Object Directory tab in the lower left and highlighting info_player_start.
Note that highlighting the info_team_start entity in the Object Directory
will highlight it in the views and vice-versa. In the views, the
red dot at the end of the line indicates the angle the player will face
the first time the map is loaded and this can be changed by moving the
dot.
-

-
Now, duplicate the entity:
-

-
Click on the new entity (you won't be
able to tell it apart from the old one because they are on top of each
other) and drag it away a little ways in the Top View so that you can tell
it apart from the original. Note that you can now see two info_player_start's
in the Object Directory. Click on the "Selected Object" tab...
-

-
...to bring up the entity's parameters:
-

-
In reality, we could change any entity
into info_team_start, but I chose to convert an info_player_start because
of its similarity. Click inside the "classname" specific's argument,
"info_player_start". Change it to "info_team_start" and hit Enter:
-

-
Since info_team_start is not a "standard"
Quake2 entity, we need to add some Specifics. Click on the plus sign
(+):
-

-
and a new Specific will pop up:
-

-
Name the Specific "obj_owner" and its
Arg "0" (that's a zero, not an uppercase "o").
-

-
This means that the info_team_start
belongs to the Allies. To assign it to the Axis, make the Arg "1".
Other Specifics added in the same manner:
-
Message - This is the name of
the team; it can be anything you want and will show up on the Team Selection
menu in-game. For instance, in TheSarge's map "Dinant River Bridge",
the Axis team is called "7th Panzer".
-
dll - This is the Dynamic Link
Library used for the team. As of right now its Arg can be either
"usa" or "grm"; this may change if people create more player models and
skins for, say, Russians, British, or Japanese.
-
count - I believe this is the
maximum number of players on the team. To be safe, set it to "99".
-
nextmap - This is the map to
be loaded if the team wins. For instance, in Omaha Beach (dday1)'s
Allied info_team_start, nextmap's Arg is "dday2" (Ste Mere Eglise).
-
points - If the team gets this
many points, they win the current map. Usually about 60 for small
maps and 100 for large ones. In order for a team to get points, the
other team must own objective_touch's or func_explosive_objective's.
-
kills - If the team gets this
many kills, they win the current map. Usually from 40-60.
-
Here's a screenshot of my Allied info_team_start
from my D-Day map, "Dog Green Exit: Vierville-sur-Mer":
-

-
Back to the Table of Contents
-
Previous Topic: 3.4 Creating Your Own Textures
-
Next topic: 4.1.2 info_(class)_start
-
Note: I apologize for my non-standard
Windows color scheme.
|