Resource:Assault

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Assault should be similiar to Unreal Tournament's Assault.

How does a game 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 (on the same map)
    • 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.

Creating an Assault map

Assault should work with the mapmanager, so additional maps can easily be created. It also triggers events for map specific scripts and provides functions to trigger custom objectives.

If you want to create a simple map without additional code or custom objectives, you may want to skip to the #Map Elements.

Events/Functions

onAssaultObjectiveReached ( table objectiveReached, table players )

Triggers when an objective is successful (when it turns red).

  • objectiveReached: A table with all the attributes supplied in the map file (see Map Elements)
  • players: A table of all players that were in the marker when it was activated
onAssaultStartRound ( team attacker )

Triggers when a round actually starts (player spawns), 'attacker' is the team that attacks.

  • attacker: A team element consisting the attacking team
onAssaultCreateObjective ( table objectiveToCreate )

Triggers when a objective is created or should be created if it's a custom objective, instead of creating the marker when it would be a normal one

  • objectiveToCreate: A table with all the attributes supplied in the map file (see Map Elements)
onAssaultEndRound( bool conquered )

Triggers when the round ends (time up or base conquered)

  • conquered: If the attacker was successful in completing the objectives, true otherwise false.
bool triggerObjective( string objectiveId, [table players] )

Used to trigger an objective. Returns true if it can be triggered, false otherwise.

  • objectiveId: (required) The id (like defined in the .map file) of the objective.
  • players: A table of all players that were reponsible for activating the objective

Please note that you have to use Call with exported functions.

Map Elements

To create an Assault map, all of these elements are obligatory. Note that these elements may change during early stages of development.

Assault Settings

<assaultSettings timelimit="(int=300)"
		 finishType="(string)" 	finishObjective="(string)"
		 time="(time=12:00)" 	weather="(int=0)"
		 author="{string=''}" 	description="{string=''}" />

Required Attributes

  • 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

Optional Attributes

  • timelimit: duration of one round in seconds (default: 300)
  • finishObjective: used when finishType is set to objective
  • time: time hours:minutes (default: 12:00)
  • weather: weather id (default: 0)
  • author: the map author (default: "")
  • description: map description (default: "")


Objectives

<objective name="(string)" description="(string)" successText="(string)" id="(string)" req="(string)"
		posX="(float)" posY="(float)" posZ="(float)" stay="{int=0}"
		forcedRespawn="{string=none}" markerType="{string=cylinder}" captureType="{string=foot}" />

The order of the objectives in the .map file matters. It is responsible for the order the objectives are displayed on the hud, as well as in the GUI.

Required Attributes

  • posX, posY, posZ: (required) position of the objective

Optional Attributes

  • 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, use ~team~ as a variable for the attacker's team name
  • id: unique identification for the objective
  • req: objectives required for this objective, ids seperated by comma, e.g. req="door,room1,room2"
  • 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 (see other assault maps for how it's done)
  • forcedRespawn
    • "both": make all players respawn, as soon as the objective is created
    • other values may come
  • markerType: defines the type of the marker used to mark the objective (see CreateMarker for details on the values)
  • captureType: defines how the objective can be activated
    • "both": on foot and in a vehicle
    • "foot": only while on foot
    • "vehicle": only while in a vehicle
  • stay: number of seconds the player needs to stay in the objective
  • stayText: the text that is shown above the progress bar while being in the objective


Spawngroups

<spawngroup type="(string)" req="(string)">
- put spawnareas here -
</spawngroup>

A spawngroup is a collection of one or several spawnareas. One of the spawnareas will be randomly selected on spawn. You can use this to let attacking players attack from different sides or to let some players spawn with different weapons for example. Always the last spawngroup (from the order in the mapfile) that meets the 'req' requirements is used to spawn players.

Required Attributes

  • type:
    • "attacker": a spawngroup for the attacking team
    • "defender": a spawngroup for the defending team

Optional Attributes

  • req: objective ids seperated by comma required for this checkpoint to work


Spawnareas

<spawnarea posX="(float)" posY="(float)" posZ="(float)" sizeX="(int=2)" sizeY="(int=2)" skins="{int,int=0}" weapons="{int,int;int,int=''}" radius="{int=2}" shape="{string=circle}" />

A spawnarea is a rectangle or circle in which players are spawned randomly. It is defined by one point and two size values or the radius.

Required Attributes

  • posX, posY, posZ: position

Optional Attributes

  • skins: list of skins of which one is randomly chosen, seperated by comma, range of skins seperated by hyphen (e.g. 10,14,20-24 would be 10,14,20,21,22,23,24)
  • weapons: weapon1,ammo1;weapon2,ammo2;weapon3,ammo3..
  • shape
    • "circle": (default) a circle
    • "rectangle": a rectangle
  • sizeX, sizeY: if shape="rectangle", the maximum number that will be added to the X or Y coordinate
  • radius: if shape="circle", radius of the circle


Cameras

<camera type="(string)" posX="(float)" posY="(float)" posZ="(float)" targetX="(float)" targetY="(float)" targetZ="(float)" />

Required Attributes

  • posX, posY, posZ, targetX, targetY, targetZ: position and look at
  • 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

Optional Attributes

(none)

Example map

Check out /resources/as-area51/ on the ftp.