*==============================================================* * TeamFortress v2.14 tfortmap.txt * *==============================================================* Introduction ------------ NOTE: If you're interested in seeing what was added in version 2.1, I suggest you check out the "Summary of Changes" at the bottom of the file. If you haven't read the readme.txt by now, please do. This file contains details about making Maps specifically for TeamFortress. You don't need to know these details to play the game, even on a TeamFortress Map. Beware! This is not for the faint-hearted! If you do make a TeamFortressMap, could you mail us and tell us? We'd like to create a collection of TeamFortressMaps on the WWW page (http://yallara.cs.rmit.edu.au/~cookj) Also, a collection of TeamFortressMaps is also kept at ftp://ftp.cdrom.com/pub/idgames2/levels/team_fortress/ There are few maps on the WWW page that use these specs to do interesting things. Don't forget you can simply view the .bsp file to look at the entities inside the map, so if you want to see some examples of Goals, etc, I suggest you look at those maps. Oh, and some variables we use for the Goal entities are variables used for completely different things for other entities. We did this to preserve variable space. Also, this document has been re-hashed so many times that it's almost certain that I missed updating a bitfield number or something. If you see anything that looks wierd, or is contradicted somewhere else in the document, please tell me. Finally, The TeamFortress Entity Editor is available on the WWW page. It's a Windows program that creates goals, items, etc for you. I suggest you read these specs, and skip over the Technical Info. Then, just use the Entity Editor to make your goals. Reading the Technical Info is good, since it will give you a better understanding of Goal entities and their uses, but don't bother trying to remember it all. Robin. ---------------------------------------------------------------------------- TeamFortressMap Specification ---------------------------------------------------------------------------- Apart from being a normal map, TeamFortress Maps have the following changes: Auto Detection Team SpawnPoints Armor Goals GoalItems Timer Goals If you are only interested in the changes made to the map specs since the last version, to update your maps etc, then check out the section entitled "Summary of Changes" ---------------------------------------------------------------------------- Notes about using existing Entities ---------------------------------------------------------------------------- In TeamFortress, we have an Observer mode, where players who haven't chosen a class, or have run out of lives, are able to cycle through all the Intermission points to watch the action. Because of this, make sure you have a few Intermission points at interesting viewing locations around the map. If you don't have some of these, Observers won't have much fun. ---------------------------------------------------------------------------- Auto Detection ---------------------------------------------------------------------------- TeamFortress maps will be automatically detected by the TeamFortress patch if you put an entity in the map with a classname of "info_tfdetect". This makes TeamFortress automatically turn on the FORTRESSMAP toggleflag, and turn on teamplay. Also, once the TeamFortress map has been detected, the patch will look for any spawnpoints dedicated to teams (see below). If it finds any, it will look for the highest team number that is used. Once found, it will limit anybody attempting to join a team to that number. At the moment, Maps are limited to a maximum of 4 teams. E.g. If the highest team number used by a Team Spawnpoint is 3, then the patch will only allow players to join teams 1, 2, and 3. The detection entity can also do the following: - specify a version string in the "broadcast" variable. This will be compared with the version string for the TeamFortress patch. If the don't match, a warning will be displayed to the player that their patch and the map are incompatible. The version string is in the format as follows: TeamFortress v2.1 The string is case sensitive, so make sure you've got it right. Don't put a \n on the end of it. - Set the state of the toggleflags when the map starts up. The value of the toggleflags should be in the "impulse" variable. The bits for the toggleflags are: Bit 1 (1) : Off - ClasSkin , On - Multiskin Bit 2 (2) : Off - ClassPersistence Off , On - ClassPersistence On Bit 3 (4) : Off - CheatChecking Off , On - CheatChecking On Bit 4 (8) : Off - FortressMap Off , On - FortressMap On Bit 5 (16) : Off - RespawnDelay Off , On - RespawnDelay (See below) Bit 6 (32) : Off - RespawnDelay Off , On - RespawnDelay (See below) Bit 7 (64) : Off - AutoTeam Off , On - AutoTeam On Bit 8 (128) : Off - Individual Frags , On - Frags = TeamScore N.B. FortressMap will be set On automatically by the the Detection entity anyway, so just ignore that Bit. N.B. The RespawnDelay settings takes 2 bits. The value of both of them determines the level of respawn delay, as follows: Bit 5 Bit 6 Result Off Off No Respawn delays On Off 5 Second respawn delay Off On 10 Second respawn delay On On 20 Second respawn delay - Specify a string which is then "localcmd"ed. This allows you to automatically set gravity, friction, etc. The string should be stored in the "message" variable. - Put a limit on the number of lives each player has. When a player runs out of lives, they are stuck in observer mode for the rest of the level. Lives for each player depend on the setting for the team they belong to. The number of lives players of each team be should be specified in the following variables: Team 1 : "ammo_shells" Team 2 : "ammo_nails" Team 3 : "ammo_rockets" Team 4 : "ammo_cells" If the value of any team is 0, then the players of that team get infinite lives. - Specify any playerclass that is _not_ allowed on this map for each particular team. The bits of the four variables are used for this. The variables are as follows: Team 1 : "maxammo_shells" Team 2 : "maxammo_nails" Team 3 : "maxammo_rockets" Team 4 : "maxammo_cells" Also, the "playerclass" variable can be used to restrict classes for all teams. The bits for all the variables are as follows: Bit 1 (1) : No Scout Bit 2 (2) : No Sniper Bit 3 (4) : No Soldier Bit 4 (8) : No Demolitions Man Bit 5 (16) : No Combat Medic Bit 6 (32) : No Heavy Weapons Guy Bit 7 (64) : No Pyro Bit 8 (128) : No Random PlayerClass E.g. If the "maxammo_nails" variable is set to 3, then players in Team 2 will be unable to play Scouts or Snipers. Finally, if you want the Team to be a special team for a fancy map, such as the President in President-Quake, then you can restrict the team to only play Civilian Class. Do this by setting the team's variable to "-1". Notes: When using the "message" variable to set do localcmd's, you can issue more than one command by seperating them with \n Make sure you end it with a \n too. E.g. The following changes the gravity and the friction. "message" "sv_gravity 200\nsv_friction .5\n" ---------------------------------------------------------------------------- Team Spawnpoints ---------------------------------------------------------------------------- There is now a new entity for Team Spawnpoints. Team Spawnpoints are used to make players only spawn in points designated for their team. Use it to make players spawn inside their own base/fortress. The entity is called "info_player_teamspawn", and the "team_no" variable sets the team_no that owns this spawnpoint. Also, spawnpoints allow you to give any player the spawns from this point a GoalItem. This is done using the following variables: "items" : Contains the ID of the GoalItem to give "message" : Message displayed to anyone who spawns on this point. The "goal_activation" of the Spawnpoint determines how the above works: 1 : If set, then every player who spawns on this point will be given a copy of the GoalItem. Otherwise, only the first player to spawn will be given it. 2 : If set, then every player who spawns on this point will have the "message" displayed to them. Otherwise, only the first player to spawn will be see it. Also, the "goal_effects" variable of the spawnpoint sets the re-use behaviour of the spawnpoint. If it's 1, then the spawnpoint removes itself after someone has spawned on it. ---------------------------------------------------------------------------- Armor ---------------------------------------------------------------------------- TeamFortress supports not only armor levels and absorption percentages the same way Quake does: it also supports armor classes. E.g. Armor can be designed to prevent particular attack types. The Armor Types are as follows: Kevlar : Better protection against Bullets Wooden ;) : Better protection against Nails Blast : Better protection against Explosions Shock : Better protection against Electricity Ceramic : Better protection against Fire To use these armor types, just create an armor entity on the map as usual, and set it's "armorclass" variable. The "armorclass" is used as bitfields, as follows: Bit 1 (1) : Kevlar Bit 2 (2) : Wooden Bit 3 (4) : Blast Bit 4 (8) : Shock Bit 5 (16) : Ceramic Any combination of armor is legal, but try not to have armor which is too good. ---------------------------------------------------------------------------- Goal Summary / Terminology ---------------------------------------------------------------------------- Goals are the really fun things you can do with TeamFortressMaps. A goal is simply an entity you place in a map. It is then handled in the game based on the flags you give it. They're essentially more complex triggers. I've kept all the code separate from the triggers tho, to allow us to toggle the use of them ingame. The flags and variables set for a Goal allow us to create powerful maps without changing the QuakeC code at all. ----------- Goals ----------- Goals are always in one of the following states: ACTIVE : The goal has been activated in some way. It cannot be touched by a player. Active goals return to the INACTIVE state based on their result criteria, or when they're forced into INACTIVE state by another goal. INACTIVE: The goal is not active. It can be activated by players, and if the players meet the activation criteria, the goal moves to the ACTIVE state. REMOVED : The goal is not active. It cannot be touched by players. Removed goals can still be activated by other goals, in which case they move to the ACTIVE state. Removed goals can be restored to the INACTIVE by being restored by another goal. Terminology ----------- activated : Goal moves to the ACTIVE state inactivate : If the Goal is in ACTIVE state, it moves to the INACTIVE state removed : Goal moves to the REMOVED state restored : If the Goal is in REMOVED state, it moves to the INACTIVE state returned : GoalItems can be returned to their starting point, based on a number of settings. Goal Group : A group of goals that can be altered as one. Activating Player(AP): The player who either touched the Goal, or set the detpack which touched the Goal. In the case of GoalItems, the player that's attempting to pick up the GoalItem. Actions ------- When goals go to ACTIVE state, they can perform various actions. These include: - Increase the score of the team the AP belongs to. - Display a message to all players - Display a message just to the AP - Alter the details of one or more players, as follows: - Give the player extra lives (if applicable) - Alter a player's health/ammo/armor/powerups - Give the player(s) a GoalItem - Remove a GoalItem from the player(s) The player can be the AP, all the members of a Team the AP is/isn't in, all the players on the map, everyone but the AP, all the players within a specified distance from the goal, or everyone in/not in one particular team. - Activate another goal, applying the bonuses of the goal to the AP - Activate another goal, without applying the bonuses of the goal to the AP - Inactivate another goal - Remove another goal - Restore another goal - Activate a goal if all the goals in a goal group are now ACTIVE - Activate a group of goals - Inactivate a group of goals - Remove a group of goals - Restore a group of goals - Display team's scores and End the Level Activation ---------- Goals can be activated in one of the following ways: - Touched by a player - Touched by a detpack explosion - Activated by another Goal - Activated by a Goal Group command from another Goal - Activated by a Quake Trigger Additionally, the AP's details can be checked. This allows you to have goals that are only activated if: - The AP is of a particular class - The AP has a particular GoalItem - The AP is of a particular team Goals can also be activated only if the AP details _don't_ meet the criteria specified. Inactivation ------------ Goals can be inactivated in one of the following ways: - Inactivated after being ACTIVE for a specified time - Inactivated by another Goal - Inactivated by a Goal Group command from another Goal Also, some goals are marked as Multiple Goals. They return to INACTIVE state immediately after they become ACTIVE. Removal ------- Goals can be removed in one of the following ways: - Removed after being activated - Removed by another Goal - Removed by a Goal Group command from another Goal - Removed by a Quake Trigger Restoration ----------- Goals can be restored in one of the following ways: - Restored by a GoalItem when it Returns (See below). - Restored by another Goal - Restored by a Goal Group command from another Goal ---------------------------------------------------------------------------- GoalItems ---------------------------------------------------------------------------- GoalItems are items that players can carry around. GoalItems can be placed directly into a map, where a player can collect them as usual. Also, on activation, Goals can give/remove GoalItems from the AP. The details of players attempting to collect the GoalItems can also be checked. This allows you to have GoalItems that can only be picked up if: - The Player is of a particular class - The Player has a particular GoalItem - The Player is of a particular team GoalItems can also be set to only be picked up by players who meet the AP criteria. GoalItems can be returned to their starting position in any of the following circumstances: - When it's dropped by a dying player - When it's removed from an AP by a Goal activation - When it's untouched for a specified time GoalItems can affect players in the same way Goals can, except that any modifications done by the GoalItem are permanent, until the GoalItem is dropped. E.g. if a GoalItem grants invisibility to any players, they stay invisible until the GoalItem is dropped/removed. Also, when they're picked up by a player, GoalItems can perform the following actions on Goals: - Activate another goal, applying the bonuses of the goal to the AP - Activate another goal, without applying the bonuses of the goal to the AP - Inactivate another goal - Remove another goal - Restore another goal - Activate a group of goals - Inactivate a group of goals - Remove a group of goals - Restore a group of goals GoalItems can also belong to Groups. GoalItems groups are kept separate from Goal Groups. Operations on either of them do not affect the other type, even if the Group No is the same. Using GoalItem groups, GoalItems can: - Activate a goal if all the Items in a GoalItem group are being carried by players. - Activate a goal if all the Items in a GoalItem group are being carried by one particular player. ---------------------------------------------------------------------------- Timer Goals ---------------------------------------------------------------------------- There is also a special type of goal called a Timer Goal. TG's have a Timer Delay. TG's start INACTIVE, and then every Timer Delay seconds they activate, do their results, and inactivate. They can also be forced to activate by other Goals. They cannot be activated by player or detpack touches. N.B. When a TG goes ACTIVE, it does not have any AP, and hence _cannot_ activate other goals, or apply modifications to individual players. N.B. When a TG is forced to activate by another goal, they reset their internal timer that decides when they are next going to activate. E.g. If a TG with a setting of 5 seconds is forced to activate, it will reset it's timer, and still activate 5 seconds after it was forced to activate. So, as a quick summary, TG's can have their state altered as usual by other goals, and when they activate, they can: - Display a message to all players - Alter the details of one or more players, as follows: - Give a player extra lives (if applicable) - Alter a player's health/ammo/armor/powerups - Give a player a GoalItem - Remove a player from an AP The player can be all the members of a Team, all the players on the map, or all the players within a specified distance from the goal. - Inactivate another goal - Remove another goal - Restore another goal - Inactivate a group of goals - Remove a group of goals - Restore a group of goals - Display team's scores and End the Level At the moment, TG's are handled in an ugly way, so be extremely careful when using them. The next release of this should have them wrapped up in a neat little package, where you can't do anything wrong with them :) ---------------------------------------------------------------------------- Standard Quake Triggers and TeamFortress Goals ---------------------------------------------------------------------------- Quake triggers can be linked into TF Goals and vice versa. When they are activated, a trigger can affect Goals in the following ways: - Activate a goal, applying the bonuses of the goal to the AP - Activate a goal, without applying the bonuses of the goal to the AP - Inactivate another goal - Remove another goal - Restore another goal - Activate a group of goals - Inactivate a group of goals - Remove a group of goals - Restore a group of goals When a Goal is activated, it can affect Quake Triggers in the following ways: - Activate Quake Trigger(s) - Remove Quake Trigger(s) Don't forget that Quake Triggers include Buttons, Doors, Platforms, Health Boxes, Backpacks, Weapons, Armor, Keys, Sigils, Monsters, Spikeshooters, Lights, Special Walls, and Teleporters.. The 'activation' of any of these things can affect goals if you want it to. Triggers Activate when: - Collected by a player Health Boxes, Weapons, Armor, Keys, Sigils, Backpacks - Touched by a player or hit by a weapon Buttons, Doors, Platforms, Special Walls,Teleporters - Killed Monsters Also, Quake Triggers have been enhanced so that any Trigger can be made to triggered only by a player if: - The Player is of a particular class - The Player has a particular GoalItem - The Player is of a particular team This means that if the player does not match the criteria, the following happens: - Health Boxes, Weapons, Armor, Keys, Sigils, Backpacks Player cannot pick them up. - Buttons, Doors, Platforms, Special Walls, Teleporters Player cannot activate/open/use them. - Monsters Player cannot hurt them. The result of 'Activation' of Triggers are as follows: - Health Boxes, Weapons, Armor, Keys, Sigils Bad. These items should never be activated by Goals or Triggers. They should only be used to activate other Goals/Triggers. - Buttons The button, if not already depressed, depressed and sets off whatever it was designed to do. - Doors If the door is a DOOR_TOGGLE type door, it reveres it's current state. e.g. Opens if it's closed, closes if it's open. It not, if it's closed, it opens. - Platforms If it has not been triggered before, it will lower. Otherwise, it does nothing. - Special Walls Changes it's texture. - Teleporters Doesn't do anything. - Monsters Wakes the monster. These are a rough guide. You should look at the qc code which handles trigger activation to see the details. Every Trigger that can be activated by another trigger/goal has a .use function. Look inside it to see how activations for that type of Trigger are handled. ---------------------------------------------------------------------------- Order of Actions ---------------------------------------------------------------------------- You don't really need to know the order in which the actions are applied, and they're far too complex now to describe them in any useful way. The only important thing of note is: The Group Goal alterations are applied _before_ the single goal alterations. This is so you can do things like: Inactivate an entire group, and then activate one goal in that group. Remove an entire group, and then restore one goal in that group. ---------------------------------------------------------------------------- Goal Technical Info ---------------------------------------------------------------------------- Goal behaviour is entirely defined by the variables of the Goal object when it is spawned at the start of the level. These variables are set in the map file. Just add up the flags that you want and set the variable to that. E.g. If you want a goal that can be activated by a Player touch(1) and a detpack explosion(2), you would set the "goal_activation" variable to 3. Don't worry! It's actually fairly easy :) N.B. Bit descriptions marked with (*) are dangerous, and should be handled with care. The variables of the Goals are handled as follows: classname : "info_tfgoal" broadcast : Message broadcasted when this goal is activated, if any. Don't forget to put the \n at the end of it. message : Message displayed to the activating player, if any. Don't forget to put the \n at the end of it. deathtype : Message broadcasted if the goal kills the activating player. It is appended to the name of the player. E.g. deathtype = " gets killed by a goal!\n" displays Bro gets killed by a goal! Not needed if this goal doesn't do damage to a player. Don't forget to put the \n at the end of it. target : If set, any Quake Triggers with the same name as this will be activated. killtarget : If set, any Quake Triggers with the same name as this will be removed. count : Score the team of the player who activates this goal gets. Use negative numbers for penalty goals. goal_no : A unique number ID identifying this goal. Used to make references to this goal in other goals. group_no : The number of the goal group this goal belongs to. netname : This isn't used in Quake, but in the TeamFortress Entity Editor, it's used as the name for this goal. noise : A .wav file played when the goal is activated. Make sure it's a .wav file you've got. It's probably best to use one of Quake's .wavs. If unspecified, no sound is played. mdl : The .mdl file used for this item. Make sure it's a .mdl file you've got. It's probably best to use one of Quake's .mdls. If unspecified, the Goal is invisible. All the following attributes are applied to the attributes of every player specified by the "goal_effect"(see below). (e.g. the self.health is added to the health of the player) lives : Use negative values to remove lives from the player health : Use negative values to hurt the player armortype : Use negative values to remove armor % reduction armorvalue : Use negative values to remove armor armorclass : The type of armor the player gets. (See Armor Types above) frags : Use negative values to lower frag count ammo_shells : Use negative values to remove ammo ammo_nails : Use negative values to remove ammo ammo_rockets : Use negative values to remove ammo ammo_cells : Use negative values to remove ammo ammo_medikit : Use negative values to remove ammo ammo_detpack : Use negative values to remove ammo Note A: After applying all these values to the player, the playerclass limitations of the player are applied. So if you set the health of the player over that allowed, by his/her playerclass, it will then be lowered to the max_health for that playerclass. Note B: "lives" allows you to give/remove lives from players. This is only useful if the current map limits the number of lives each player has. See the Auto Detection section above. TeamFortress Grenades can be given/removed to/from the player by setting the following two variables. no_grenades_1 : Use negative values to remove grenades no_grenades_2 : Use negative values to remove grenades And finally, the following attributes are added to the global time and applied to every player specified by the "goal_effect"(see below). (e.g. if the goal's invincible_finished is 5, then the player will get invincibility for 5 seconds after activating the goal.) invincible_finished : Pentagram of Protection invisible_finished : Ring of Shadows super_damage_finished : Quad Damage radsuit_finished : Environmental Suit --------------------------- Goal Activation --------------------------- The "goal_activation" of the goals determine how the goal is activated. The bitfields are as follows: Activation Details 1 : Activated when touched by a player. 2 : Activated when touched by a detpack explosion. AP Details - If the "items_allowed" variable is non-zero, the AP must be carrying a GoalItem with an ID of "items_allowed". - If the "playerclass" variable is non-zero, the AP must be be of the same class specified in "playerclass". Classes are: Scout : 1 Sniper : 2 Soldier : 3 Demolitions Man : 4 Medic : 5 Heavy Weapons Guy : 6 - If the "team_no" variable is non-zero, the AP must belong to the same team as the number specified in "team_no". 4 : This goal is only activated if the AP details above are _not_ met. --------------------------- Goal Effects --------------------------- The "goal_effects" of the goal defines which players are affected by the activation of the goal. It defaults to 1, so that only the AP is affected. The player modifications of this Goal are applied to every player that matches these criteria. GoalItems will also be given/removed to/from every one of the players matching the criteria. The bitfields are as follows: Basics 1 : The AP is affected 2 : Everyone on the AP's team is affected 4 : Everyone not on the AP's team is affected 8 : Everyone except the AP is affected Specific Groups - If the "maxammo_shells" variable is non-zero, then all members of that team are affected. - If the "maxammo_nails" variable is non-zero, then all members of any team except that one are affected. Radius - If the "t_length" variable is non-zero, then everyone within "t_length" distance of the goal is affected, unless the above bitfields are in use. If they are, then the bitfield check is applied only to those caught in the radius. E.g. if "t_length" is 50, and "goal_effects" is 4, then everyone within 50 who isn't on the AP's team is affected. 16 : If set, the radius effect is obstructed by walls. Note A: If the Goal gives out a GoalItem, then every player who matches this criteria will get the GoalItem. This can result in lots of these GoalItems, so be careful. --------------------------- Goal Results --------------------------- The "goal_result" of the goals determine how the goal behaves when it is activated, and the results of it's activation. It also determines what it will do to any players that match it's "goal_effects" criteria. The bitfields are as follows: Respawn behaviour 1 : The goal is immediately removed after it is activated. - If the "wait" variable is non-zero, then the Goal stays ACTIVE for the "wait" seconds, and then inactivates. GoalItem behaviour - If the "items" variable is non-zero, the Goal gives a GoalItem to the player. The GoalItem it gives is the Item with a GoalNo of "items". - If the "axhitme" variable is non-zero, the Goal removes a GoalItem from the player. The GoalItem it removes is the Item with a GoalNo of "axhitme". If the player does not have the GoalItem, nothing happens. Goal behaviour 2 : If this is set, the goals activated by this one apply their AP modifications. Otherwise, they don't. - If the "activate_goal_no" variable is non-zero, then the Goal with a Goal_No equal to the variable is activated. - If the "inactivate_goal_no" variable is non-zero, then the Goal with a Goal_No equal to the variable is inactivated. - If the "remove_goal_no" variable is non-zero, then the Goal with a Goal_No equal to the variable is removed. - If the "restore_goal_no" variable is non-zero, then the Goal with a Goal_No equal to the variable is restored. Miscellaneous 4 : Display teamscores, fire intermission, and end the level ---- Note A: If (1) is not set and their is no "wait" specified, then the goal is a Multiple Goal. After it activates, it will automatically inactivate. This is not always a good idea. When a player runs over an entity, the touch function will usually be run about 6 or 7 times, so the player will activate the goal multiple times. If you want a player to be able to activate it over and over again, make it respawn every 2-3 seconds. This is especially dangerous if the goal gives out an item on activation, since you will end up with a _lot_ of items. Of course, you may want this for a goal that is activated remotely by another goal at certain times. Note B: When a goal is activated by another goal, _no_ checking is done based on the "goal_activation" variable of the target goal. It is simply activated. The AP who activated the original goal is used as the activator for all the goals, but the stats of an activated goal are only added to the player's if (2) is set on the goal that activates it. GoalItems are always given/removed. --------------------------- Goal Groups --------------------------- Goal groups allow you to do operations of multiple goals in one go. The "group_no" of a Goal defines the ID of goal group it is in. Any goal group operation affects all goals with the specified ID. A goal's "goal_group" specifies what operations, if any, it performs on any goal groups. Since I've cleaned up the goal group handling to get rid of bitflags which aren't needed, there are no bits used in the "goal_group" variable anymore :) I've left it in anyway, since some may come along later. Goal Group handling is as follows: - If the "all_active" variable is non-zero, then when this goal is activated, a check is done. If all the goals in the group specified in the "all_active" variable are ACTIVE, activate a goal with a goal number equal to the value of the "last_impulse" variable. - If the "activate_group_no" variable is non-zero, activate all the goals in that Group. - If the "inactivate_group_no" variable is non-zero, inactivate all the goals in that Group. - If the "remove_group_no" variable is non-zero, remove all the goals in that Group. - If the "restore_group_no" variable is non-zero, restore all the goals in that Group. ---- Note A: When a goal is activated by another goal, _no_ checking is done based on the "goal_activation" variable of the target goal. It is simply activated. The AP who activated the original goal is used as the activator for all the group goals. Bonuses of goals in groups are _never_ applied to the activating player. GoalItems are always given/removed. ---------------------------------------------------------------------------- Timer Goal Technical Info ---------------------------------------------------------------------------- Timer Goals are basically identical to Goals, except they are never activated by players or detpack explosions. They automatically activate every "search_time" seconds. They can also be activated by other goals and triggers. The variables of Timer Goals are the same as Goals, except for: classname : "info_tfgoal_timer" search_time : The time in seconds that this goal activates. e.g. a search_time of 2 makes this goal activate every 2 seconds. As a result of their method of activation, Timer Goals can _never_ do anything that requires an AP, and they can't activate any other Goals. They _can_ do operations on groups of players, such as all the players on the map, or all the players in a team, etc. This is done using the "goal_effect" variable in much the same way as Goals, as follows: Basics 1 : Illegal for Timer Goals. 2 : Illegal for Timer Goals. 4 : Illegal for Timer Goals. 8 : Illegal for Timer Goals. 16 : Everyone is affected Radius - If the "t_length" variable is non-zero, then everyone within "t_length" distance of the goal is affected, unless they're overridden by the above bitfields. E.g. if "t_length" is 50, and "goal_effects" is 4, then everyone within 50 who isn't on the AP's team is affected. 32 : If set, the radius effect is obstructed by walls. Specific Groups - If the "maxammo_shells" variable is non-zero, then all members of that team are affected. - If the "maxammo_nails" variable is non-zero, then all members of any team except that one are affected. Note A : The first 4 bits in the "goal_effects" are illegal for Timer Goals, and should _never_ be set, because they involve an AP. ---------------------------------------------------------------------------- Goal Items Technical Info ---------------------------------------------------------------------------- GoalItems do not have to be given to a player by a Goal activation. They can be placed directly into a map. The variables of the GoalItems are as follows: classname : "item_tfgoal" netname : Name of this GoalItem. broadcast : Message broadcasted when this goalitem is retrieved, if any. Don't forget to put the \n at the end of it. message : Message displayed to a player when they get the Item, if any. Don't forget to put the \n at the end of it. noise : A .wav file played when the item is collected. Make sure it's a .wav file you've got. It's probably best to use one of Quake's .wavs. If unspecified, no sound is played. mdl : The .mdl file used for this item. Make sure it's a .mdl file you've got. It's probably best to use one of Quake's .mdls. It defaults to the silver key. goal_no : A unique number identifying this GoalItem. Used to make references to this Item in goals. goal_group : The number of the goalitem group this goal belongs to. GoalItems can also modify player details in the same Goals can, using the "goal_effects" variable (see above). The tricky bit is that any Player Modifications done by goals are added when the player first picks the item up, and are _removed_ when the player loses the item. E.g. If the item has a health of 40, then the player gets 40 health added to their health when he/she picks it up. Then, when they drop it, he/she loses 40 health. There are two exceptions to this: 1. Power-Ups. Items give the players a powerup for the entire time the player has the item. The time specified in the _finished variable is ignored: If it's non-zero, then all players the GoalItem specifies get the power-up while item is still carried. 2. GoalItems. Items given/removed by another GoalItem when it's picked up are not removed/given back when the original GoalItem is dropped/removed. With the "goal_effects" variable you can make Items affect more than one player. This is done exactly as if it was just one person. E.g. If the Item adds health to everyone, then as soon as any player picks it up, the modifications are applied to everyone, and as soon as it's dropped, the modifications are removed from everyone. Also, GoalItems can affect Goals in much the same way as other Goals, as follows: - If the "activate_goal_no" variable is non-zero, then the Goal with a Goal_No equal to the variable is activated. - If the "inactivate_goal_no" variable is non-zero, then the Goal with a Goal_No equal to the variable is inactivated. - If the "remove_goal_no" variable is non-zero, then the Goal with a Goal_No equal to the variable is removed. - If the "restore_goal_no" variable is non-zero, then the Goal with a Goal_No equal to the variable is restored. - If the "activate_group_no" variable is non-zero, activate all the goals in that Group. - If the "inactivate_group_no" variable is non-zero, inactivate all the goals in that Group. - If the "remove_group_no" variable is non-zero, remove all the goals in that Group. - If the "restore_group_no" variable is non-zero, restore all the goals in that Group. - If the "goal_result" variable of the GoalItem is 0, then any Goals activated by this Item _don't_ add bonuses to the AP. If it's 2, they do. When Goals are activated by a GoalItem, the AP used to activate the Goals is the Player who picked up the Item. AP Modifications are applied if (512) is set it the "goal_activation" variable (see below). GoalItems themselves have various bitfields to depict the GoalItem's behaviour. The bitfields are stored in the GoalItem's "goal_activation" variable, and are: Carrying Details 1 : Any player carrying this item will glow. 2 : Any player carrying this item will move at half-speed. (*) 4 : When a player carrying this is killed, the item will be dropped Returning 8 : Return the item if dropped by a dying player 16 : Return the item if removed from a player by a goal activation. 32 : Return the item if removed from the map by the action of the (128) (see below). - If the "impulse" variable is non-zero, then when the GoalItem is returned by one of the above, the goal with a Goal No equal to the "impulse" is restored. Pickup Details - If the "items_allowed" variable is non-zero, the Player must be carrying a GoalItem with an ID matching the variable. If not, he/she will not be able to get this item. - If the "playerclass" variable is non-zero, the Player must be be of the same class specified in the variable. If not, he/she will not be able to get this item. Classes are: Scout : 1 Sniper : 2 Soldier : 3 Demolitions Man : 4 Medic : 5 Heavy Weapons Guy : 6 - If the "team_no" variable is non-zero, the Player must belong to the same team as the number specified in the variable. If not, he/she will not be able to get this item. 64 : This GoalItem can only be picked up by a player if they _don't_ match the player details above. Miscellaneous 128 : If this is set, then, after the goal is dropped by a player, if it has not been touched for the time specified in the "pausetime" variable, in seconds, it is removed. - If the "distance" variable is non-zero, then, If all GoalItems in the goalitem group specified by "distance" are being carried by players, activate a goal, the Goal No of which is specified in "pain_finished". - If the "speed" variable is non-zero, then, If all GoalItems in the goalitem group specified by "speed" are being carried by one player, activate a goal, the Goal No of which is specified in "attack_finished". 256 : If a player carrying this Item dies, they keep it, even after they respawn. 512 : If this Item is not being carried by a goal, it glows. ---- Note A: (4) is dangerous. If you have goals giving out this item multiple times, make sure the item is getting removed somehow, or you could end up with too many items on the map. Note B: The Pickup Details are only used when a player picks up this item directly. If this item is given to an AP by a goal, these are ignored. Note D: (128) allows you to make items that are untouched for a while disappear. This should be set if you have Goals that give out multiple copies of GoalItems that are dropped when players carrying them are killed. Otherwise you could end up with too many entities on the map :) If you have a GoalItem that is only given out once and is dropped when players with it die, you will probably want to set (128) and (32), so that if it falls in lava or something, it'll be returned. If you don't specify a value, "pausetime" defaults to 2 minutes. ---------------------------------------------------------------------------- Quake Triggers that use TeamFortress Goals Technical Details ---------------------------------------------------------------------------- For Triggers to use Goals, you need to use various variables. Triggers can use the same AP criteria matching as Goals, as follows: - If the "items_allowed" variable is non-zero, the AP must be carrying a GoalItem with an ID of "items_allowed". - If the "playerclass" variable is non-zero, the AP must be be of the same class specified in "playerclass". Classes are: Scout : 1 Sniper : 2 Soldier : 3 Demolitions Man : 4 Medic : 5 Heavy Weapons Guy : 6 - If the "team_no" variable is non-zero, the AP must belong to the same team as the number specified in "team_no". If any of the following variables is not set, or 0, then the effect of that variable is simply not used. The variables are: activate_goal_no : Activates a goal with a goal_no equal to this. inactivate_goal_no : Inactivates a goal with a goal_no equal to this. remove_goal_no : Removes a goal with a goal_no equal to this. restore_goal_no : Restores a goal with a goal_no equal to this. activate_group_no : Activates a group of goals with a goal_group equal to this. inactivate_group_no : Inactivates a group of goals with a goal_group equal to this. remove_group_no : Removes a group of goals with a goal_group equal to this. restore_group_no : Restores a group of goals with a goal_group equal to this. Also: - If the "goal_result" variable of the Trigger is 0, then any Goals activated by this Trigger _don't_ add bonuses to the AP. If it's 2, they do. - If the "all_active" variable is non-zero, then when this Trigger is activated, a check is done. If all the goals in the group specified in the "all_active" variable are ACTIVE, activate a goal with a goal number equal to the value of the "last_impulse" variable. In all cases, the AP for the goals will be set to the "activator". If the AP is not a player, then no player-related operations will be performed by the Goals, or any Goals activated by those Goals. This stuff is kind of dangerous, if the Trigger isn't activated by a player, and the Goals your playing with alter other Goals. Just be careful :) ---------------------------------------------------------------------------- Summary of Changes ---------------------------------------------------------------------------- This is a summary of changes in the map specs from TeamFortress v1.3x to TeamFortress v2.x : - All entities, most especially GoalItems, can specify the team they belong to by putting the team number in the "owned_by" variable. - The "goal_state" variable allows you to set the starting state of a goal. The available states are: Active 1 Inactive (default) 2 Removed 3 - Activation criteria for Goals/Items/Timers/Triggers can now include the Checking of the state of other Goals The following variables are used: "if_goal_is_active" : If this is non-zero, the goal will only activate if the goal with a "goal_no" matching "if_goal_is_active" is active. "if_goal_is_inactive" : As above, if the goal is inactive. "if_goal_is_removed" : As above, if the goal is removed. "if_group_is_active" : As above, except that all goals with a "group_no" matching "if_group_is_active" must be active. "if_group_is_inactive": As above, if all the group is inactive. "if_group_is_removed" : As above, if all the group is removed. - Upon activation, Goals can now centerprint more intelligently, as follows: "broadcast" : Instead of being bprinted, it now gets centerprinted to everyone, except the AP. You'll probably want to use "team_broadcast" and "non_team_broadcast" instead. "message" : Instead of sprinting to the AP, it now centerprints. "team_broadcast" : Gets centerprinted to all of the AP's team, except the AP. "non_team_broadcast" : Gets centerprinted to all non-AP-teammembers. If there is a "owners_team_broadcast" specified, it isn't centerprinted to members of the team that own the goal/item. "owners_team_broadcast" : Gets centerprinted to all the members of the team that own the goal/item. - The detection entity can now supply the Team Menu string, which effectively allows you to provide names for team. The string should be put in the detection entity's "team_broadcast" var. It gets centerprinted when player's are asked to join a team, so it should be similar to the following format: "=== Choose your team ===\n\n1.. Team One \n\n\n\n\n7.. Bind my keys for me!\n\nFor full details on this patch:\nhttp://yallara.cs.rmit.edu.au/~cookj\n" "=== Choose your team ===\n\n2.. Team One \n2.. Team Two \n\n\n\n\n7.. Bind my keys for me!\n\nFor full details on this patch:\nhttp://yallara.cs.rmit.edu.au/~cookj\n" "=== Choose your team ===\n\n2.. Team One \n2.. Team Two \n3.. Team Three\n\n\n\n\n7.. Bind my keys for me!\n\nFor full details on this patch:\nhttp://yallara.cs.rmit.edu.au/~cookj\n" "=== Choose your team ===\n\n3.. Team One \n2.. Team Two \n3.. Team Three\n4.. Team Four \n\n\n\n\n7.. Bind my keys for me!\n\nFor full details on this patch:\nhttp://yallara.cs.rmit.edu.au/~cookj\n" Other examples are: "=== Choose your team ===\n\n1.. Blue Team \n2.. Red Team \n\n\n\n7.. Bind keys" "=== Choose your team ===\n\n1.. Attackers \n2.. Defenders \n\n\n\n7.. Bind keys" You need to have a team number and choice for every team on your map. Don't forget that TF determines the number of teams on a map based upon the Teamspawn points. If there are spawn points for 3 teams, then you should have three teams in the team menu string. N.B. Unfortunately, qbsp prevents you from having large strings, so you have to be curt. If you get a "Token too large" error when qbsping, then you've got the string too long. - The detection entity can now specify a Map Help string in it's "non_team_broadcast" variable. Player's can do the Map Help impulse, and the Map Help string will be printed. The string can be anything you like, but it should be a quick description of the goal of the map, such as: "Havoc: Get into the enemy's castle and destroy their computer room!\n" End the string with a \n. N.B. Unfortunately, qbsp prevents you from having large strings, so you have to be curt. If you get a "Token too large" error when qbsping, then you've got the string too long. - All Entities can specify whether they exist for different skill settings, as follows: "ex_skill_min" : The entity only exists when the skill variable is >= to this value. "ex_skill_max" : The entity only exists when the skill variable is <= to this value. N.B. The checking is done in the initial spawning, so if the skill changes during the level, it will have no effect on the entities. You can use this to do so many things, such as making plats move in different trains at different skill levels, more/less monsters and ammo and different levels, more secrets at higher levels, etc. - Team Spawnpoints can set their "goal_effects" variable to 1, which makes them remove themselves after someone has spawned on them. Use this to make a team spawn inside their base initially, and then spawn throughout the level for the rest of the game. - Items now have a ItemGlow flag, which makes the Item glow when it's not being carried by a player. The flag is Bit 10 (512) in the Goalitem's "goal_activation" variable. - The Detection entity can now restrict the classes available to members of particular teams, in the following variables: Team 1 : "maxammo_shells" Team 2 : "maxammo_nails" Team 3 : "maxammo_rockets" Team 4 : "maxammo_cells" - The Detection entity can now specify a Class Selection string for any team. The default string allows them to pick any class, but you may want to refine it for teams that have a limited selection of classes. If you don't supply one, the default will be used. The strings should be put in following Detection entity variables : Team 1 String : "noise1" Team 2 String : "noise2" Team 3 String : "noise3" Team 4 String : "noise4" The default string looks like this: "=== Choose your class ===\n\n1.. Scout \n2.. Sniper \n3.. Soldier \n4.. Demoman \n5.. Medic \n6.. Hvwep \n7.. Pyro \n8.. Randompc\n" But if you restricted Team 1 to Scout, Demoman, and Medic, you might want to set the "team1_class_string" variable to: "=== Choose your class ===\n\n1.. Scout \n4.. Demoman \n5.. Medic \n" N.B. You _MUST_ not alter the numbering of the class. e.g. Sniper must always be selected with 2, Demoman with 4, etc. N.B. Unfortunately, qbsp prevents you from having large strings, so you have to be curt. If you get a "Token too large" error when qbsping, then you've got the string too long. - Any Goal can now specify an 'else' goal. This is a goal which is activated if this goal fails to activate because it's Criteria wasn't met. The "goal_no" of the 'else' goal should be specified in the Goal's "else_goal" variable. - The Detection entity can now specify a maximum number of players for each team. The default is 0, which is unlimited. The player limits should be put in the following variables of the Detection Entity : Team 1 : "ammo_medikit" Team 2 : "ammo_detpack" Team 3 : "maxammo_medikit" Team 4 : "maxammo_detpack" N.B. The total number of players _MUST_ be >= 16. This is the total number of players for the _existing_ teams. e.g. if you have TeamSpawnpoints for only 2 teams, then the total number of players allowed in the two teams must be >= 16. - Any Goal can now display the status of upto 4 GoalItems when it's activated. The Goal specifies 6 different strings, which are used to do the displaying for all the items. The item's "goal_no" are specified in the following variables: "display_item_status1" : Item 1 "display_item_status2" : Item 2 "display_item_status3" : Item 2 "display_item_status4" : Item 2 The strings are specified in the following variables: "team_str_home" : Displayed when the item is at the point it originally spawned at. "team_str_moved" : Displayed if the item has been moved from it's original spawning point. "team_str_carried" : Displayed if the item is being carried. It is prepended to the carrier's name, or " You" if the Player is carrying the item. e.g. "Your flag is being carried by" Bro. "non_team_str_home" : Displayed when the item is at the point it originally spawned at. "non_team_str_moved" : Displayed if the item has been moved from it's original spawning point. "non_team_str_carried" : Displayed if the item is being carried. It is prepended to the carrier's name, or " You" if the Player is carrying the item. e.g. "The enemy flag is being carried by" You. The "team..." strings are displayed to members of the team that the GoalItem belongs too. The "non_team..." strings are displayed to anyone not on the team the GoalItem belongs to. If the Goalitem does not belong to a team, the "team..." strings are displayed. Finally, if the Detection Entity has these variable set, then when a player does Impulse 21 (FlagInfo in CTF), then the details of the items specified by the Detection Entity will be displayed. - GoalItems can centerprint messages to players when they return to their starting point, regardless of how they return. Two messages should be supplied in the following variables: "noise3" : Is centerprinted to all the members of the team that own the item. "noise4" : Is centerprinted to everyone except the members of the team that own the item. - You can restrict teams to only the Civilian class, for special purposes. Do it by setting their class restriction variable to "-1". - Any Goal can force a GoalItem to return, if it's not being carried, by specifying an Item No in the "return_item_no" variable. - Goals activated by other Goals don't automatically activate like they used to. Now they check their Criteria before activating. The AP used is the AP of the first Goal. N.B. The AP doesn't have to initiate the Criteria checking on activated goals. E.g. The AP doesn't have to be touching the Goal which was activated, even if the Goal's "goal_activation" specifies that it's activated by touch. - GoalItems have a flag, which they can check, which tells them if they're not at their starting position. You can make any Goal/Item/whatever have part of it's Criteria check to see if an Item is _not_ at it's origin by putting the "goal_no" of the item in the "if_item_has_moved" variable. You can make any Goal/Item/whatever have part of it's Criteria check to see if an Item _is_ at it's origin by putting the "goal_no" of the item in the "if_item_hasnt_moved" variable. - Goals that give out items can specify whether they want the Items to apply their results. Usually, the goal that gives out the items does all the results you want, so you can specify this. Do it by setting Bit 4 (8) in the Goal's "goal_result" variable. - The Detection Entity can specify that the grappling hook cannot be used on a map, by setting the Detection Entity's "hook_out" variable to 1. - Any Goal can remove/restore Teamspawnpoints. The variables to use are: "remove_spawnpoint" : Remove a spawnpoint with a matching "goal_no" "restore_spawnpoint" : Restore the matching spawnpoint "remove_spawngroup" : Remove all spawnpoints with a "group_no" matching this number. "restore_spawngoup" : Restore a group of spawnpoints. - GoalItems can make console items light up, such as the silver key icon, when they're being carried. In the "items" variable, just specify a bitfield. The bit's values are as follows: Silver Key : 131072 Gold Key : 262144 Invisibility Icon : 524288 Invulnerability Icon : 1048576 Radsuit Icon : 2097152 Quad Icon : 4194304 - GoalItems don't restore a goal when they return, now they activate it. If you had any GoalItems using the "impulse" variable to restore a Goal when the GoalItem returns, you'll need to redo the Goalwork. - Goals can increase the scores of any specific teams, using the following variables: increase_team1 : Increase the score of team 1 by this value increase_team2 : Increase the score of team 2 by this value increase_team3 : Increase the score of team 3 by this value increase_team4 : Increase the score of team 4 by this value ------------------------- Changes from 2.11 to 2.12 - Upon activation, Goals can now broadcast even more, as follows: "netname_broadcast" : Gets bprinted to _all_ players, prepended by the AP's name. E.g. " got the RED flag" would be bprinted as "Bro got the Red Flag" "netname_team_broadcast" : Gets bprinted to all of the AP's team, except the AP, with the AP's name prepending it. "netname_non_team_broadcast" : Gets bprinted to all non-AP-teammembers, prepended by the AP's name. If there is a "owners_team_broadcast" specified, it isn't centerprinted to members of the team that own the goal/item. "netname_owners_team_broadcast" : Gets bprinted to all the members of the team that own the goal/item, prepended by the AP's name. ------------------------- Changes from 2.12 to 2.13 - GoalItems can centerprint messages to players when they're dropped by a dying player. Two messages should be supplied in the following variables: "team_drop" : Is centerprinted to all the members of the team that own the item. "non_team_drop" : Is centerprinted to everyone except the members of the team that own the item. Also, messages can be appended to the name of the player who dropped the item, and then bprinted. As follows: "netname_team_drop" : Gets bprinted to all members of the team who own the item, prepended by the name of the player who dropped the item. "netname_non_team_drop" : Gets bprinted to all players not of the team who own the item, prepended by the name of the player who dropped the item. ---------------------------------------------------------------------------- Future Additions ---------------------------------------------------------------------------- I want to be able to attach Goals to brushes, in the same way Quake Triggers are. ---------------------------------------------------------------------------- If you think of any more things goals could do when activated, please don't hesitate to mail them to me. And as a last word, I _really_ suggest that you use the Entity Editor. I use it myself. It's far too much of a pain mucking about getting all the right variables set to the right things to bother with doing it all manually. Originally, it looked like it would be feasible to do it yourself, but they've just become far too complex now. Have fun! Robin.