Loadout Spawning System Beta1
From Goldeneye: Source
The spawning system for Beta1 was streamlined in an effort to 'get it in.' Here is how it is:
Contents |
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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.
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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.
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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"
}
}
}
}
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CVARS at work
- ge_weaponloadout <#> - Used to set the current weapon loadout.
- ge_itemloadout <#> - Used to set the current item loadout.
