Mapping for: Extreme Football Throwdown



  • info_player_red: red guys spawn here.
    info_player_blue: blue guys spawn here.
    prop_goal: boring old prop-based goal.
    trigger_goal: the goal you should be using.
    prop_ball: the ball spawns here. It’ll reset after 15 seconds of no one carrying it.

    Key values and such:
    trigger_goal
      Key Values
        teamid <1 or 2> - Use 1 for team red or 2 for team blue.
        points <some number> - Number of points scoring in this goal is worth. You can have multiple goals!
        scoretype <bitwise> - 0 = no scoring. 1 = player can run the ball in the trigger. 2 = player can throw the ball in to the trigger. So to allow both types you would use 3.
      Inputs:
        setscoretype <bitwise> - Same as above but as an input.
      Outputs:
        onscore <activator=carrier> <caller=ball> - Called when someone scores on this SPECIFIC brush.

    prop_ball
      Outputs:
        onreturnhome
        ondropped <carrier>
        ondroppedbyred <carrier>
        ondroppedbyblue <carrier>
        onthrown <thrower>
        onthrownbyred <thrower>
        onthrownbyblue <thrower>
        onpickedup <picker>
        onpickedupbyred <picker>
        onpickedupbyblue <picker>
    [ondropped and onthrown are NOT called at the same time]
    [onsomething and onsomethingbyred/blue ARE called at the same time]

    trigger_abspush
      Key Values:
        enabled 0/1 - Are we enabled? Default is 1.
        starttouchonly 0/1 - Only trigger when the object enters our field. If 0 then the object will be continuously pushed if they’re in the field. If you don’t know what it’s for then it should probably be set to 1.
        overridevelocity 0/1 - Override the object velocity instead of adding to it.
        pushfromorigin 0/1 - Push from the brush origin instead. pushvelocity must be a number if this is set to 1.
        pushplayers 0/1 - Push out players?
        pushball 0/1 - Push the ball?
        pushphysobjects 0/1 - Push physics objects? The ball is also considered a physics object but setting this to 0 will not override pushball.
        pushvelocity <vector or number> - Should be either an absolute vector or a number depending on what pushfromorigin is set as.
      Outputs:
        <none>
      Inputs:
        <all set* versions of our keyvalues>

    trigger_knockdown
      Key Values:
        enabled 0/1 - Are we enabled? Default is 1.
        starttouchonly 0/1 - Only trigger when the player enters the brush. Otherwise keep them knocked down as long as they’re inside the brush.
        knockdowntime <seconds> - Time to knock the person down.
      Outputs:
        onknockdown <activator as player> - Called when we knock someone down.
      Inputs:
        <all set* versions of our keyvalues>

    env_teamsound
      Inputs:
      playtoall <snd>
      playtored <snd>
      playtoblue <snd>
      playtospectators <snd>
    [snd can be either a sound file or in the format soundfile|pitch|volume. For example: mymap/something.wav|200|50 would play mymap/something.wav at double speed and half volume]
    [You can make the sound name play random sounds (built-in logic gates). For example: mymap/something?2|4.wav would play mymap/something2.wav, mymap/something3.wav, or mymap/something4.wav depending on a random dice roll]

    logic_teamscore
      Key values:
        enabled <0/1>
      Inputs:
        setenabled <0/1>
      Outputs:
        onscore <activator=carrier> <caller=ball> - Called when ANYONE scores.
        onredscore <activator=carrier> <caller=ball> - Called when red scores.
        onbluescore <activator=carrier> <caller=ball> - Called when blue scores.

    You can get the entity used in all Outputs by using !activator as the entity name in your input.



  • info_player_red: red guys spawn here.
    info_player_blue: blue guys spawn here.
    prop_goal: boring old prop-based goal.
    trigger_goal: the goal you should be using.
    prop_ball: the ball spawns here. It’ll reset after 15 seconds of no one carrying it.

    Key values and such:
    trigger_goal
      Key Values
        teamid <1 or 2> - Use 1 for team red or 2 for team blue.
        points <some number> - Number of points scoring in this goal is worth. You can have multiple goals!
        scoretype <bitwise> - 0 = no scoring. 1 = player can run the ball in the trigger. 2 = player can throw the ball in to the trigger. So to allow both types you would use 3.
      Inputs:
        setscoretype <bitwise> - Same as above but as an input.
      Outputs:
        onscore <activator=carrier> <caller=ball> - Called when someone scores on this SPECIFIC brush.

    prop_ball
      Outputs:
        onreturnhome
        ondropped <carrier>
        ondroppedbyred <carrier>
        ondroppedbyblue <carrier>
        onthrown <thrower>
        onthrownbyred <thrower>
        onthrownbyblue <thrower>
        onpickedup <picker>
        onpickedupbyred <picker>
        onpickedupbyblue <picker>
    [ondropped and onthrown are NOT called at the same time]
    [onsomething and onsomethingbyred/blue ARE called at the same time]

    trigger_abspush
      Key Values:
        enabled 0/1 - Are we enabled? Default is 1.
        starttouchonly 0/1 - Only trigger when the object enters our field. If 0 then the object will be continuously pushed if they’re in the field. If you don’t know what it’s for then it should probably be set to 1.
        overridevelocity 0/1 - Override the object velocity instead of adding to it.
        pushfromorigin 0/1 - Push from the brush origin instead. pushvelocity must be a number if this is set to 1.
        pushplayers 0/1 - Push out players?
        pushball 0/1 - Push the ball?
        pushphysobjects 0/1 - Push physics objects? The ball is also considered a physics object but setting this to 0 will not override pushball.
        pushvelocity <vector or number> - Should be either an absolute vector or a number depending on what pushfromorigin is set as.
      Outputs:
        <none>
      Inputs:
        <all set* versions of our keyvalues>

    trigger_knockdown
      Key Values:
        enabled 0/1 - Are we enabled? Default is 1.
        starttouchonly 0/1 - Only trigger when the player enters the brush. Otherwise keep them knocked down as long as they’re inside the brush.
        knockdowntime <seconds> - Time to knock the person down.
      Outputs:
        onknockdown <activator as player> - Called when we knock someone down.
      Inputs:
        <all set* versions of our keyvalues>

    env_teamsound
      Inputs:
      playtoall <snd>
      playtored <snd>
      playtoblue <snd>
      playtospectators <snd>
    [snd can be either a sound file or in the format soundfile|pitch|volume. For example: mymap/something.wav|200|50 would play mymap/something.wav at double speed and half volume]
    [You can make the sound name play random sounds (built-in logic gates). For example: mymap/something?2|4.wav would play mymap/something2.wav, mymap/something3.wav, or mymap/something4.wav depending on a random dice roll]

    logic_teamscore
      Key values:
        enabled <0/1>
      Inputs:
        setenabled <0/1>
      Outputs:
        onscore <activator=carrier> <caller=ball> - Called when ANYONE scores.
        onredscore <activator=carrier> <caller=ball> - Called when red scores.
        onbluescore <activator=carrier> <caller=ball> - Called when blue scores.

    You can get the entity used in all Outputs by using !activator as the entity name in your input.



  • Have I ever told you how much I love you?

    Now all we need to do is have someone that knows what they’re doing make a good fgd file for us all.



  • There has been an FGD for nearly a year and it’s been sitting there in the sticky thread, I’ve updated it with the prop_ball outputs.

    https://dl.dropbox.com/u/6184504/NoXiousNet/FGDs/extremefootballthrowdown.fgd



  • oh my

    Well at least we had someone that knew what they were doing make it.



  • Added two entities.



  • FGD updated too. Could you also make that game rules entity? To adjust max scores etc.



  • I’ll wait until I take fretta out since it depends on that.



  • Added env_teamsound and 4 new outputs for prop_ball



  • Updated trigger_goal with onscore
    Updated env_teamsound format
    Added logic_teamscore



  • Could this be updated sometime so EFT mappers don’t have to fish around for things like ball power ups? I can’t seem to find all the information I need.



  • You can take a look in the svn. The entities are all there.



  • You can also look in the FGD.



  • Is there a quick way to pick up the ball even with nobody on the other team?

    If not, can you make it so that you can do it when, say, sv_cheats is set to 1? I can’t drag somebody to help me every time I want to test ball-running speed, powerups, or something like that.



  • host a multiplayer server,sv_cheats 1, bot, there you go.



  • Are there any special keyvalues for the spawns? I remember seeing in the lua code the ability to remove certain weapons from spawning.


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