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).
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.
: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
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?