Mapping for: Team Play 2



  • ALL THINGS HERE ARE CASE-SENSITIVE

    info_player_blue, red, yellow, green for player starts. You can also use the gmod9 player start entities to make it compatible with the gmod9 version. The flag stand entities should be in the decompiled map too. If a team does not have any player starts then that team will be considered to not be playing.

    noxtp_mapname is the map naming format. It doesn’t affect the script but helps with keeping things orderly.

    You do not need to decompile maps to make them compatible. Entities can be removed or added with ease through the gamemode.

    Entities
    Point:
    info_novehicles - If this entity is in the map then vehicles will be completely disabled.

    info_noairvehicles - If this entity is in the map then air vehicles will be completely disabled.

    info_nogroundvehicles - If this entity is in the map then ground vehicles will be completely disabled.

    info_nohovervehicles - If this entity is in the map then hover vehicles will be completely disabled.

    obelisk - A mana Obelisk.

    healthobelisk - A health Obelisk.

    balldrop - The neutral ball spawns here. Unlike Retro TeamPlay, the ball currently does not have physics when it’s at home so don’t put it way in the air. The gamemode will attempt to automatically make a drop point if you don’t make one (and does it pretty well).

    point_spelldisabler - Disables spells or abilities from being used.
      Keyvalues:

    • spell - Name of the spell to disable (“push”, “death ray”, “fire bolt”, “war cry”, ect).

    Team homes: Use the class blueflagpoint, redflagpoint, greenflagpoint, or yellowflagpoint on an entity. Make sure the entity is about 48 units above the ground so it doesn’t spawn inside the floor.

    logic_teamscored (logic_flagscored also works)
      Keyvalues:

    • team - red,blue,yellow,green,all. Default: all. Determines what team to use it on.

    • startdisabled - 0/1. Default: 1.

    Inputs:

    • seton - 0 for off, 1 for on.

    • enable - Same as seton 1.

    • disable - Same as seton 0.

    Outputs:

    • OnScored - Called when the team scores a flag capture.

    logic_gametypeinitialize - Called once when a game type is initialized.
    Keyvalues:

    • gametype - The game type this entity uses. Currently accepts “CTF” and “Blitz”. If the gametype you want to use isn’t one of those two then use the ‘script’ name (name shown when a person votes for that gametype).

    Outputs:

    • OnInitialize (activator = self, caller = self) - Called when the gametype is initialized.

    Brush:

    func_disposer - Any player who enters here will die. They will be sent back to their spawn if it is in build mode.
      Keyvalues:

    • starton - 0 for off, 1 for on. Default: 1.

    Inputs:

    • seton - 0 for off, 1 for on.

    • enable - Same as seton 1.

    • disable - Same as seton 0.

    Outputs:

    • OnPlayerDisposed (activator=player, caller=self) - Called when a player is disposed of.

    • OnPlayerDisposedBuild (activator=player, caller=self) - Called when a player is disposed of during build (sent back to spawn).

    func_nofreeze - Absolutely no props will be able to be placed in this area.
      Keyvalues:

    • buildonly - When this is set to “1” then the brush will be removed (ent_fire kill) when build mode is over, allowing crafters to build in the area during the battle. Default: 0.

    trigger_hurt_nox - A trigger_hurt that allows you to specify damage types that are only available to NoX.
      Keyvalues:

    • damagetype - “fire”, “ice”, “poison”, “infectiouspoison”, “generic”, “physical”, “deathray”, or “electric”. Infectious means that the player will be poisoned in addition to receiving damage. 0 damage will just poison them. Deathray is considered generic damage and just uses the deathray effect if the player dies. Default: “generic”

    • starton - 0 for off, 1 for on. Default: 1.

    • damage - Integer by which the person is damaged. Default: 5.

    • damagerecycle - Float value that determines how often a person can be damaged. This is per-player, not per-trigger. Default: 0.5.

    • damagefilter - Bitwise for who can be affected by this trigger. 2:player, 4:npc, 8:vehicle, 16:buildings & core. Default: 6.

    Inputs:

    • seton - 0 for off, 1 for on.

    • enable - Same as seton 1.

    • disable - Same as seton 0.

    Outputs:

    • OnPlayerHurt (activator = player, caller = self)

    • OnPlayerKilled (activator = player, caller = self)

    • OnNPCHurt (activator = npc, caller = self)

    • OnNPCKilled (activator = npc, caller = self)

    • OnVehicleHurt (activator = vehicle, caller = self)

    • OnVehicleKilled (activator = vehicle, caller = self)

    trigger_changegravity - A that changes the gravity of whatever enters it. Gravity is a MULTIPLIER so if you want quarter gravity, use 0.25. Don’t encompass huge areas with this brush! The trigger’s effect lasts until the player dies (if it’s a player) so put two of these by the doorway of some space ship and that will work fine.
      Keyvalues:

    • starton - 0 for off, 1 for on. Default: 1.

    • gravity - Decimal value to use for gravity. This is offset from the global gravity (800), not whatever gravity the thing has at the time. Default: 1.

    • gravityfilter - Bitwise for who can be affected by this trigger. 1:player, 2:npc, 4:vehicle. Default: 7.

    Inputs:

    • seton - 0 for off, 1 for on.

    • enable - Same as seton 1.

    • disable - Same as seton 0.



  • ALL THINGS HERE ARE CASE-SENSITIVE

    info_player_blue, red, yellow, green for player starts. You can also use the gmod9 player start entities to make it compatible with the gmod9 version. The flag stand entities should be in the decompiled map too. If a team does not have any player starts then that team will be considered to not be playing.

    noxtp_mapname is the map naming format. It doesn’t affect the script but helps with keeping things orderly.

    You do not need to decompile maps to make them compatible. Entities can be removed or added with ease through the gamemode.

    Entities
    Point:
    info_novehicles - If this entity is in the map then vehicles will be completely disabled.

    info_noairvehicles - If this entity is in the map then air vehicles will be completely disabled.

    info_nogroundvehicles - If this entity is in the map then ground vehicles will be completely disabled.

    info_nohovervehicles - If this entity is in the map then hover vehicles will be completely disabled.

    obelisk - A mana Obelisk.

    healthobelisk - A health Obelisk.

    balldrop - The neutral ball spawns here. Unlike Retro TeamPlay, the ball currently does not have physics when it’s at home so don’t put it way in the air. The gamemode will attempt to automatically make a drop point if you don’t make one (and does it pretty well).

    point_spelldisabler - Disables spells or abilities from being used.
      Keyvalues:

    • spell - Name of the spell to disable (“push”, “death ray”, “fire bolt”, “war cry”, ect).

    Team homes: Use the class blueflagpoint, redflagpoint, greenflagpoint, or yellowflagpoint on an entity. Make sure the entity is about 48 units above the ground so it doesn’t spawn inside the floor.

    logic_teamscored (logic_flagscored also works)
      Keyvalues:

    • team - red,blue,yellow,green,all. Default: all. Determines what team to use it on.

    • startdisabled - 0/1. Default: 1.

    Inputs:

    • seton - 0 for off, 1 for on.

    • enable - Same as seton 1.

    • disable - Same as seton 0.

    Outputs:

    • OnScored - Called when the team scores a flag capture.

    logic_gametypeinitialize - Called once when a game type is initialized.
    Keyvalues:

    • gametype - The game type this entity uses. Currently accepts “CTF” and “Blitz”. If the gametype you want to use isn’t one of those two then use the ‘script’ name (name shown when a person votes for that gametype).

    Outputs:

    • OnInitialize (activator = self, caller = self) - Called when the gametype is initialized.

    Brush:

    func_disposer - Any player who enters here will die. They will be sent back to their spawn if it is in build mode.
      Keyvalues:

    • starton - 0 for off, 1 for on. Default: 1.

    Inputs:

    • seton - 0 for off, 1 for on.

    • enable - Same as seton 1.

    • disable - Same as seton 0.

    Outputs:

    • OnPlayerDisposed (activator=player, caller=self) - Called when a player is disposed of.

    • OnPlayerDisposedBuild (activator=player, caller=self) - Called when a player is disposed of during build (sent back to spawn).

    func_nofreeze - Absolutely no props will be able to be placed in this area.
      Keyvalues:

    • buildonly - When this is set to “1” then the brush will be removed (ent_fire kill) when build mode is over, allowing crafters to build in the area during the battle. Default: 0.

    trigger_hurt_nox - A trigger_hurt that allows you to specify damage types that are only available to NoX.
      Keyvalues:

    • damagetype - “fire”, “ice”, “poison”, “infectiouspoison”, “generic”, “physical”, “deathray”, or “electric”. Infectious means that the player will be poisoned in addition to receiving damage. 0 damage will just poison them. Deathray is considered generic damage and just uses the deathray effect if the player dies. Default: “generic”

    • starton - 0 for off, 1 for on. Default: 1.

    • damage - Integer by which the person is damaged. Default: 5.

    • damagerecycle - Float value that determines how often a person can be damaged. This is per-player, not per-trigger. Default: 0.5.

    • damagefilter - Bitwise for who can be affected by this trigger. 2:player, 4:npc, 8:vehicle, 16:buildings & core. Default: 6.

    Inputs:

    • seton - 0 for off, 1 for on.

    • enable - Same as seton 1.

    • disable - Same as seton 0.

    Outputs:

    • OnPlayerHurt (activator = player, caller = self)

    • OnPlayerKilled (activator = player, caller = self)

    • OnNPCHurt (activator = npc, caller = self)

    • OnNPCKilled (activator = npc, caller = self)

    • OnVehicleHurt (activator = vehicle, caller = self)

    • OnVehicleKilled (activator = vehicle, caller = self)

    trigger_changegravity - A that changes the gravity of whatever enters it. Gravity is a MULTIPLIER so if you want quarter gravity, use 0.25. Don’t encompass huge areas with this brush! The trigger’s effect lasts until the player dies (if it’s a player) so put two of these by the doorway of some space ship and that will work fine.
      Keyvalues:

    • starton - 0 for off, 1 for on. Default: 1.

    • gravity - Decimal value to use for gravity. This is offset from the global gravity (800), not whatever gravity the thing has at the time. Default: 1.

    • gravityfilter - Bitwise for who can be affected by this trigger. 1:player, 2:npc, 4:vehicle. Default: 7.

    Inputs:

    • seton - 0 for off, 1 for on.

    • enable - Same as seton 1.

    • disable - Same as seton 0.



  • Is there any way to disable or enable a brush on a specific gamemode?



  • logic_gametypeinitialize - Called once when a game type is initialized.
    Keyvalues:

    • gametype - The game type this entity uses. Currently accepts “CTF” and “Blitz”. If the gametype you want to use isn’t one of those two then use the ‘script’ name (name shown when a person votes for that gametype).

    Outputs:

    • OnInitialize (activator = self, caller = self) - Called when the gametype is initialized.


  • So if for gametype i put "CustomGametype"
    And i made a bunch of entites rely on the start of that, and make a gametype from hammer.

    Then when its voted in the menu, will the option “CTF” “Blitz” and “CustomGametype” appear?



  • No dear, it was a reply to my post for when new gamemodes are released.

    And, thanks.



  • Made an FGD for this. Didn’t completely test it though.



  • why does this thread exist



  • Why do you shitpost?


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