Idea's for an entity

Discussion in 'Feedback' started by Solokiller, Jul 20, 2006.

  1. Solokiller

    Solokiller Member

    Messages:
    4,861
    Likes Received:
    7
    Trophy Points:
    0
    I have some idea's for an entity to control the game.
    Entity name: emp_game_contol


    Properties:
    __________
    Keyvalues|
    __________
    Name
    Used to trigger this entity, only used when its not activated on map start.

    BE infantry weapon restrictions:
    All weapons restricted(-1)
    None(0)Standard
    Pistol 1(1)
    Pistol 2(2)
    SMG 1(4)
    SMG 2(8)
    Rifle 1(16)
    Rifle 2(32)
    Rifle 3(64)
    Scout rifle(128)
    RPG(256)
    Mortar(512)
    Mine(1024)
    Grenades(2048)
    Engineer tool(4096)
    Binoculars(8192)

    NF infantry weapon restrictions:
    All weapons restricted(-1)
    None(0)Standard
    Pistol 1(1)
    Pistol 2(2)
    SMG 1(4)
    SMG 2(8)
    SMG 3(16)
    Rifle 1(32)
    Rifle 2(64)
    Rifle 3(128)
    Scout rifle(256)
    RPG(512)
    Mortar(1024)
    Mine(2048)
    Grenades(4096)
    Engineer tool(8192)
    Binoculars(16384)

    BE class restrictions:
    All(-1)
    None(0)Standard
    Scout
    Rifleman
    Grenadier
    Engineer

    NF class restrictions:
    All(-1)
    None(0)Standard
    Scout
    Rifleman
    Grenadier
    Engineer

    BE vehicle restrictions:
    All(-1)
    None(0)Standard
    Jeep(1)
    APC(2)
    AFV(4)
    Medium tank(8)
    Heavy tank(16)
    Artillery tank(32)

    NF vehicle restrictions:
    All(-1)
    None(0)Standard
    Jeep(1)
    APC(2)
    Light tank(4)
    Medium tank(8)
    Heavy tank(16)
    Artillery tank(32)

    BE vehicle weapons restrictions:
    All(-1)
    None(0)Standard
    MG's(1)
    Cannons(2)
    Rockets(4)
    Artillery shells(8)
    Grenades(16)APC grenades

    NF vehicle weapons restrictions:
    All(-1)
    None(0)Standard
    MG's(1)
    Cannons(2)
    Rockets(4)
    Artillery shells(8)
    Grenades(16)APC grenades
    ________
    Inputs:|
    ________

    Activate
    Activates this entity

    Deactivate
    Deactivates this entity

    Toggle
    Toggles the state of this entity(from activated to deactivated and from deactivated to activated)

    Kill
    Removes this entity from the map(all settings are returned to default)

    _________
    Outputs:|
    _________

    OnTriggered
    Lets you trigger other entities when this entity is triggered(entity fires this when activated, deactivated and toggled)

    OnActivated
    Lets you trigger other entities when this entity is activated

    OnDeactivated
    Lets you trigger other entities when this entity is deactivated

    OnToggled
    Lets you trigger other entities when this entity is Toggled
    _______
    Flags:|
    _______
    Start inactive
    Makes this entity start out inactive(requires it to be triggered to activate


    The reason there are numbers behind them is because this should use a toggleflag system like TFC uses.
    Explanation of toggleflag system on tfmapped:
    Some of TFC's settings are done through special fields called ToggleFlags (the technical programming term for this type of
    property is "bit field") -- they are basically integer (numeric) data in which each separate binary bit of the number
    corresponds to a true/false type setting.
    So all you do is add up the numbers corresponding to the bits you want to set, and put the result in the field.
    This is also used to implement things such as Goal Activation bitfields of the info_tfgoal and item_tfgoal entities, and other such fields.
    Bear in mind that this technique of "bit fields" is used often in programming and has an entire set of operations allocated to it,
    and this tutorial barely scratches the surface -- just enough to allow for the usage of the TFC map ToggleFlag properties.
    If
    you need more detailed instructions on bit fields, you should check a programming site.
    http://tf.valve-erc.com/kbase.php?name=Using+ToggleFlags

    You can combine the positive values with -1 to create "only these weapons are allowed scenario's-eg 3 will only allow smg 1 to be used,
    the only problem is pistol 1, in that case you should count all the numbers after pistol 1 and use that instead.

    This entity can be used to prevent artillery usage in Escort, but also to preent scout sniping, and many more things such as TFC's assassination gametype(requires more teams and classes).
     
  2. olla

    olla Member

    Messages:
    48
    Likes Received:
    0
    Trophy Points:
    0
    Great idea! would also allow more specific maps designs/game modes!
    I like it!
     
  3. Wereaser

    Wereaser Member

    Messages:
    1,341
    Likes Received:
    0
    Trophy Points:
    0
    I like this suggestion. I might also suggest a emp_win entity you can trigger when certain things are done. This would enable objective based gameplay. :) Like blowing up bridges and things like that. :)
     
  4. Krenzo

    Krenzo Administrator

    Messages:
    3,771
    Likes Received:
    0
    Trophy Points:
    0
    You can trigger win via emp_params.
     
  5. Wereaser

    Wereaser Member

    Messages:
    1,341
    Likes Received:
    0
    Trophy Points:
    0
    :D Good to know. I'm still a bit new to this Source mapping and I feel like Alice in wonderland after seven years of HL mapping. :p
     
  6. Broccoli

    Broccoli Member

    Messages:
    1,635
    Likes Received:
    0
    Trophy Points:
    0
    You read my mind, I am close to releasing a night map exactly like this :)

    And as for the suggestion, I like it. My only change would be to include these as options in the emp_info_params.

    Also, to hijack, can we have team-specific com restricition pls?
     
  7. Solokiller

    Solokiller Member

    Messages:
    4,861
    Likes Received:
    7
    Trophy Points:
    0
    So, is this entity in or out?(or introduced later)
     

Share This Page