![]() ![]() Place mp/sab/spawn/allies entities around the friendly base, and mp/sab/spawn/axis entities around the enemy base.One half of the map is the friendly base, and the other half of the map is the enemy base. Determine where the invisible line in the map would be. Note that no sounds will be heard when capping those extra flags.įor SAB, the spawn layout will be slightly different from other gameplay modes. IW were kind enough to have left dom_flag_primary_d.map & dom_flag_primary_e.map and so you can actually add up to 5 flags with stock Prefabs. However, with an asymmetrical layout it might have a script_linkto value of flag2 flag3. In a linear map, Flag A would have a linkto value of flag2. Flag A and Flag C would have a linkname value of flag1 and flag3, respectively.The middle B flag in a linear map would have the following settings: (For instance, if linkto has two values, enemies might spawn at either one of those locations when friendlies have that flag captured.) The settings of this entity determine friendly and enemy spawning when that flag is captured. Next to each flag, place a script/origin entity.Browse to the map_source/prefabs/MP directory and place dom_flag_primary_a.map, dom_flag_primary_b.map and dom_flag_primary_c.map in the appropriate locations. To place a prefab, right-click in the 2D view of Radiant and choose the misc/prefab option.Generally these are either placed in a “line” from the friendly to enemy base, or are evenly placed around asymmetrical maps. Next, 3 DOM flags must be placed throughout the map.These normally overlap the TDM start spawns. In the enemy base, place 9-16 mp/dom/spawn/axis_start entities. In the friendly base, place 9-16 mp/dom/spawn/allies_start entities.The command “set scr_domdebug 1” shows these flag to spawn connections in-game. These sometimes overlap FFA spawns, but keep in mind that proximity to a DOM flag determines which spawns are linked to which flags. They should generally be placed in rows and spaced out evenly.įor DOM, place mp/dom/spawn entities around the entire map. The start spawn entities determine where players on each team spawn at the beginning of a match. In the enemy base, place 8-12 mp/tdm/spawn/axis_start entities. In the friendly base, place 8-12 mp/tdm/spawn/allies_start entities. This is the scene that will be displayed behind the scoreboard at the end of a match and is required to run the map.įor FFA, place mp/dm_spawn entities around the entire map where you want players to spawn.įor TDM, place mp/tdm/spawn entities around the entire map, generally overlapping FFA spawn locations. ![]() To start out, place the mp/global_intermission entity and rotate it to face a cool-looking angle. MP prefabs are located in the map_source/prefabs/MP directory, and are used for several of the gameplay modes. This section covers how to set up a multiplayer map for the various gameplay modes in CoD4.
0 Comments
Leave a Reply. |