Loadout Spawning System Beta1

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The spawning system for Beta1 was streamlined in an effort to 'get it in.' Here is how it is:

Contents

The Process

  • Mappers Place Entity
  • Loadout File is created
  • When the map is loaded, the loadout file is loaded for that map.
  • Loadouts default to 0 every time the map changes, so set keep 0 at a normal loadout.

Mappers Place Entities

Each mapper will need to place two entities for the loadout system. ge_weaponspawner and ge_itemspawner. Each entity has a field called 'uniquename' that you need to fill in with a unique identifier to that particular spawn. The following two pics show the placement of these in one of our test maps. Image:Item_spawner.jpg Image:Weapon_spawner.jpg

Coder or Mapper creates a loadout file

maps/loadouts/mapname.txt

//This is a sample loadout, a 'real' loadout to go with our pictures will come soon.
WeaponLoadout
{
  //ge_weaponloadout Modes
  "0"
  {
    name "Pistols Only"

    //Start of location definitions
    security_room
    {
      delay  "7.0"
      entities
      {
        "weapon_pp7"
      }
    }
    bathroom
    {
      delay  "15.0"
      entities
      {
        "weapon_golden_pp7"
        "weapon_silver_pp7"
      }
    }
  }
}

ItemLoadout
{
  //ge_itemloadout Modes
  "0"
  {
    name "Normal"

    //Start of location definitions
    security_room_one
    {
      delay  "7.0"
      entities
      {
        "item_ammobox"
      }
    }
    bathroom
    {
      delay  "15.0"
      entities
      {
        "item_ammobox"
      }
    }
  }
}

CVARS at work

  • ge_weaponloadout <#> - Used to set the current weapon loadout.
  • ge_itemloadout <#> - Used to set the current item loadout.
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