Books in black and white
 Books Biology Business Chemistry Computers Culture Economics Fiction Games Guide History Management Mathematical Medicine Mental Fitnes Physics Psychology Scince Sport Technics

# Quake 4 mods for dummies - Guilfoyle E.

Guilfoyle E. Quake 4 mods for dummies - Wiley publishing , 2006. - 411 p.
ISBN-13: 978-0-470-03746-1
Previous << 1 .. 62 63 64 65 66 67 < 68 > 69 70 71 72 73 74 .. 129 >> Next

When placing game-type-specific spawn points, you donâ€™t have to start a new map or remove anything. Continue working with the same map that you saved with the deathmatch spawn points, chapter13_mp.map. Later, you instruct the game how to use this level.
Splitting the map
To use the rooms in your map for team play, it would probably be wise to seal off the hallway. Being able to access the opposing teamâ€™s base so easily wouldnâ€™t be much fun. Using a stack of crates would create an ideal blockade without drastically changing the map. The problem with this idea is that when playing a deathmatch game, the crates will interrupt the flow of the game. This too can be solved after adding your crates.
1. Create some duplicates of the crates you now have within the rooms and create an impassable blockage in the corner of the hall. If possible, arrange the crates so that each team can see the opposing room, but will be unable to pass through.
Figure 13-12 shows an example of how you can do this with four crates. Placing two crates on top of another two crates makes your hallway impassable.
To solve the problem of the crates being in the way during a deathmatch game, you can instruct the game when to display them and when to hide them. For you to specify these crates with these special properties, they must be entities. Luckily, because you have already made them func_static for optimization reasons in Chapter 12, youâ€™re already ahead of the game.
Chapter 13: Playing Alone or with Someone Else 199
Figure 13-12:
Divide the map for team games to even the odds of winning and to add fun.
2. To define when these crates are present in the game, select all three of them.
I say three crates because one of them, the one furthest in the corner, can stay where it was and remain visible. This crate doesnâ€™t get in the way and makes the hall more interesting.
3. Open the Entity tab.
4. Because you want these crates to show up only during CTF and Arena CTF games, enter the following Keys and Vals:
Key Val
filter_CTF 1
filter_Arena CTF 1
These values tell the game to show these entities only during the filtered game types. So, if you were playing a CTF game, the crates would be there. On the other hand, if you were playing a deathmatch game, the crates wouldnâ€™t be there in the playersâ€™ way. Just make sure that you enter the key exactly as shown or this trick wonâ€™t work.
Other available keys for filtering game types are filter_DM, filter_Team DM, and filter_Tourney.
Placing team spawns
Now place some team spawn points around the edges of each room. Place them so that they cannot be seen by players on the other side of the crates within the hallway. Hereâ€™s how:
1. In the 2D window, right-click the area you want to place the spawn point and choose infoOinfo_player_team.
%
2. Adjust the angle so that the player isnâ€™t facing the wall when he spawns into the game and also make sure the player will spawn on the floor.
200 Part III: Expanding Your Creation
Figure 13-13:
Place an even number of team spawn points in your map so that their placement ensures some survivability.
The maximum number of players allowed in a Quake 4 game is 16. So, place eight team spawn points in each room just as you placed the first one. Take a look at Figure 13-13 for placement.
You can overlap your deathmatch spawn points with your team spawn points. Because each is used only in its specific game type, it doesnâ€™t matter whether these entities are overlapping. However, when they overlap, it is not possible to select one entity over the other in the editor without separating them.
______
IS* 1
3. Select all the team player spawn points in the blue room and open the Entity tab.
You are now going to define the team to which these players belong. By selecting them all at the same time, any changes made in the Entity tab will be made to all the selected entities at once.
4. In the Key field, type team, and in the Val field, type marine. Press Enter when you have finished to apply this setting.
This assigns these players to the Marine team.
5. Deselect these players and select those in the red room.
6. In the entity tab in the Key field, type team, and in the Val field, type strogg. Then press Enter.
This assigns these players to the Strogg team.
For a team deathmatch game type, you would be done at this point. You could save, compile, and play the level with your friends. To make it playable as a CTF game type as well, continue with the following sections.
Chapter 13: Playing Alone or with Someone Else 201
Raising the ftags
For a CTF game type, you need to add the flags for capturing.
To add the CTF flag for the two teams, follow these steps:
1. Focus your editor on the red room. In the center of the room, right-click and choose mpOmp_ctf_strogg_flag from the list of entities.
When you select the strogg_flag entity, you will see a flat, red marker as in Figure 13-14. Surrounding it, since it is selected, is a white box.
Previous << 1 .. 62 63 64 65 66 67 < 68 > 69 70 71 72 73 74 .. 129 >> Next