Team Fortress 2

Team Fortress 2

Sequoia
 This topic has been pinned, so it's probably important
Yume  [developer] 1 Jul @ 10:27pm
Mission Making Information
spawnpoints:
spawnbot - present in both locations
spawnbot_left - spawns from upper exit (building)
spawnbot_right - spawns from lower exit (carrier, over the train)
spawnbot_mission_spy
spawnbot_mission_sniper
boss_path_a1 - tank spawn

tags:
nav_prefer_flank_right - wraps around the far side of the tree in the starting area
bot_gatebot - tag for bots to make them attempt to cap the gate
nav_prefer_gate - makes them run towards the gate. not sure why you'd want to use this on its own
bot_giant - tag used for giants to avoid certain areas


relays/doors:
wave_finished_relay
wave_start_relay
gate_door - the door entity for the gate. 'Open' to start it opening. Not a relay but a func_door entity. Doesn't trigger any of the logic/recomputing nav
gate1_tank_cap - forces all the logic for the gate being capped to trigger, including capping the gate point.
door_close_relay - forces the gate door to close for whatever reason

spawnpoints:
pop_interface - the point_populator_interface
nav_refresh - the tf_point_nav_interface
gamerules - the tf_gamerules