Onslaught Tutorial

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Mon Oct 20, 2008 9:01 pm

  • 1. What is Onslaught about

    In onslaught game mode you have generators
    Image
    and control points
    Image

    ultimate goal is to destroy enemy generator, but when game starts both are shielded, and cant be damaged
    Image

    you need to capture all control points in special order to lower shield of enemy generator

    capturing control point is 2 step process, first you need to destroy CP cube that floats in the air, it will make control point neutral, then you need to touch pad on the ground to start build your CP cube and own the node, at the start all control points are neutral so they dont have that cubes and you just need to touch the pad.

    here is some long onslaught map layout in the middle of the game
    as you can see all control points are already conquered, blue team have 4 CPs and red team only 1, these light blue rings around generators and CPs are shields. To lower enemy shield you need to "connect" your control point to it. Right now blue team dont need to defend generator and 3 shielded CPs, they should split to 2 groups and defend last unshielded CP and try to capture enemy one, they should not attack red generator yet, its shielded and you cant damage it, capture last CP and after that red generators shield will be lowered and you can put your hand on juicy generator :)
    Image

    layouts can be more complicated than that, you can split path so its not always 2 points you need to defend/attack
    Image


    I hope its enough info to understand this fine new game mode :)

    2. How to make maps for onslaught

    there are 3 new entitys for onslaught:
    onslaught_generator
    onslaught_controlpoint
    onslaught_link

    you need 2 generators and 1 control point minimum to make onslaught map

    so lets make such map for a start :)

    you already have some basic layout and want to and new entitys
    create "onslaught_generator" entity at reds base
    add key "team" "5"
    it will make it belong to red team
    add key "target" "redgenspawns"
    now create few spawn points around using "info_player_team1"
    add them key "targetname" redgenspawns"
    now you should see line from spawns to generator
    tip: select all spawnpoints together and then add that key to all of them ( hold shift and click them all)
    now go to middle of the map where you planned control point and add "onslaught_controlpoint" entity
    add key "target" "middlecpspawns"
    add key "message" "Middle" its name of this control point
    create few spawn points around using "info_player_deathmatch"
    add them key "targetname" "middlecpspawns" in same way as you did near red generator
    now lets connect our red generator to middle control point
    create "onslaught_link" entity somewhere between red gen and middle cp
    go to red generator and add key "targetname" "redgen"
    go to middle CP and add key "targetname" "middlecp"
    now go back to onslaught_link and add 2 keys:
    "target" "redgen" and "target2" "middlecp"
    you should see 2 lines coming out of link to red generator and middle cp
    tip: you dont need to follow same order and jump back to generator to add "target" I used this so its more easy to understand ;)
    now lets finish this map, last part is blue generator
    go to blue base and create "onslaught_generator" entity
    add key "team" "14"
    add key "target" "bluegenspawns"
    add key "targetname" "bluegen"
    add few spawn points around using "info_player_team2" entity
    add them key "targetname" "bluegenspawns"
    create "onslaught_link" entity somewhere between blue generator and middle cp
    add keys "target" "bluegen" and "target2" "middlecp"
    your done \o/ map should work now

    here is example map: http://www.fileden.com/files/2008/9/30/ ... -micro.pk3

    how to add turrets ?

    for turrets near generators add them key "team" "5" for red team and "team" "14" for blue team and connect them to generator using "targetname" "redgenspawns" or "targetname" bluegenspawns"
    for turrets near cp, just connect them to cp by adding key "targetname" "middlecpspawns"

    3. How to prepare to mapping
    UPDATE
    it looks like that svn build have turrets broken here is quick fix: http://www.fileden.com/files/2008/9/30/ ... urrets.pk3 put it in: <nexuiz directory>/data/..
    and before running map type "exec turrets.ctf" on console

    you will need svn version of nexuiz to get this wroking, you can download it here http://emptyset.endoftheinternet.org/~r ... NEWEST.zip if you didnt do it already

    and it would be best to use latest netradiant
    for windows: http://emptyset.endoftheinternet.org/~r ... -win32.zip
    for linux: you can compile from svn http://emptyset.endoftheinternet.org/sv ... t15/trunk/

    if you want to use your old grumpy 1.5 radiant update entitys.dat from here: http://svn.icculus.org/*checkout*/nexui ... tities.def
    on windows copy it to: ...\<radiant directory>\nexuiz.game\data

    keep in mind to point your radiants to svn nexuiz instead of 2.4.2

    sometimes it might happen that you dont have turrets entitys in radiant menu
    to fix it copy this file: http://svn.icculus.org/*checkout*/nexui ... urrets.def
    to ...\<radiant directory>\nexuiz.game\data
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