Resource:Assault: Difference between revisions
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(added map elements) |
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==Map Elements== | ==Map Elements== | ||
(may be changed) | (may be changed) | ||
<syntaxhighlight lang="lua"> | |||
<assaultSettings timelimit="(int seconds)" finishType="" finishObjective="" /> | <assaultSettings timelimit="(int seconds)" finishType="" finishObjective="" /> | ||
</syntaxhighlight> | |||
* timelimit: duration of one round in seconds | |||
* finishType: when will a team have conquered the base/reached the objective | |||
** objective - when a certain objective is reached | |||
** all - when all objectives are reached | |||
<syntaxhighlight lang="lua"><objective name="Fence" description="Get into Area51" successText="Breached the fence" id="fence" req="" | |||
posX="104.998581" posY="1920.971924" posZ="17.437483" /></syntaxhighlight> | |||
* name: the name of the objective, used for the objective list on the screen | |||
* description: may be used in the help windows | |||
* successText: shown when the objective is reached | |||
* id: unique identification for the objective | |||
* req: objectives required for this objective, ids seperated by comma, e.g. req="door,room1,room2" | |||
* posX, posY, posZ: position of the objective | |||
* type: the type of the objective | |||
** checkpoint (default) - assault creates a checkpoint at the location, which has to be activated by the attacker by walking into it | |||
** custom - assault does nothing about it except waiting for another script to trigger it (not really tested yet) | |||
<syntaxhighlight lang="lua"><attackerSpawn posX="-89.011269" posY="1358.188721" posZ="10.933815" skins="121,122" weapons="22,30;28,300" req="" /></syntaxhighlight> | |||
* posX, posY, posZ: position | |||
* skins: random skin from,to | |||
* weapons: weapon1,ammo1;weapon2,ammo2;weapon3,ammo3.. | |||
* req: objectives required for this checkpoint to work | |||
Always the last checkpoint (from the order in the mapfile) that meets the 'req' requirements is used to spawn players. | |||
<syntaxhighlight lang="lua"><camera type="" posX="" posY="" posZ="" targetX="" targetY="" targetZ="" /></syntaxhighlight> | |||
* type: defines the type of the camera, when it will be used | |||
** spawn: after selecting the team and before spawning | |||
** selectTeam: select Team screen | |||
** finish: when the last objective is reached | |||
* posX, posY, posZ, targetX, targetY, targetZ: position and look at |
Revision as of 02:24, 4 July 2007
Assault should be similiar to Unreal Tournament's Assault.
How a game should work
- Waiting for players before each new round for a certain amount of seconds or if enough players have joined
- Let players select their team
- Spawn players according to their team
- team1 has to attack and reach one or more objectives (marker), while team2 defends the objectives
- if team1 reached an objective, teamspawns may be at another location, according to the next objective
- if the final objective is reached, the first round ends and team2 has to attack
- the timelimit for the second round should be the time team1 needed to reach the final objective
Winning
- If team2 doesn't reach the objective in the timelimit, meaning team1 was faster, team1 wins.
- If team2 is able to reach the objective in the timelimit, meaning team2 was faster, team2 wins.
- If team1 and team2 aren't able to reach the objective within the timelimit, game ends tied.
Map Elements
(may be changed)
<assaultSettings timelimit="(int seconds)" finishType="" finishObjective="" />
- timelimit: duration of one round in seconds
- finishType: when will a team have conquered the base/reached the objective
- objective - when a certain objective is reached
- all - when all objectives are reached
<objective name="Fence" description="Get into Area51" successText="Breached the fence" id="fence" req="" posX="104.998581" posY="1920.971924" posZ="17.437483" />
- name: the name of the objective, used for the objective list on the screen
- description: may be used in the help windows
- successText: shown when the objective is reached
- id: unique identification for the objective
- req: objectives required for this objective, ids seperated by comma, e.g. req="door,room1,room2"
- posX, posY, posZ: position of the objective
- type: the type of the objective
- checkpoint (default) - assault creates a checkpoint at the location, which has to be activated by the attacker by walking into it
- custom - assault does nothing about it except waiting for another script to trigger it (not really tested yet)
<attackerSpawn posX="-89.011269" posY="1358.188721" posZ="10.933815" skins="121,122" weapons="22,30;28,300" req="" />
- posX, posY, posZ: position
- skins: random skin from,to
- weapons: weapon1,ammo1;weapon2,ammo2;weapon3,ammo3..
- req: objectives required for this checkpoint to work
Always the last checkpoint (from the order in the mapfile) that meets the 'req' requirements is used to spawn players.
<camera type="" posX="" posY="" posZ="" targetX="" targetY="" targetZ="" />
- type: defines the type of the camera, when it will be used
- spawn: after selecting the team and before spawning
- selectTeam: select Team screen
- finish: when the last objective is reached
- posX, posY, posZ, targetX, targetY, targetZ: position and look at