Call of Duty: Black Ops III

Call of Duty: Black Ops III

Deathrun | Black Ops 3
Vawser  [developer] 14 Oct, 2016 @ 4:50am
Deathrun Maps
To support the Deathrun gametype, you will need to setup the following in your map:

Runner Spawns
The Runners will use mp_tdm_spawn_allies_start entities to spawn at.

Trapmaster Spawns
The Runners will use mp_tdm_spawn_axis_start entities to spawn at.

Fight Trigger
Controls when the game enters the Fight phase of Deathrun. Can be of any trigger type.

For custom transitions into the Fight phase (i.e. the code is in your map's gsc), set level.deathrun_mode = "fight"; somewhere in your code.

The mod itself supports the "teleport" method, where all players are teleported to another arena after one player reaches the trigger.

trigger_*
  • targetname : fight_trigger
  • script_noteworthy : weapon type ; disable after use ; do teleport ; give weapon
  • script_string : hintstring to show

The script_noteworthy string is split into four parts, delimited by the ";" character. In Radiant, you'd do this:

smg;yes;yes;yes

The valid weapon types are:
  • smg
  • ar
  • lmg
  • sniper
  • shotgun
  • pistol
  • melee
  • launcher

The other parts can either be yes or no.

Disable after Use sets whether all the fight triggers are disabled after one is used. This is so you can have multiple triggers set to different weapon types, allowing the Runner a choice of which weapon type to use for the Fight phase.

Do Teleport sets whether to teleport players to fight-specific spawns after the trigger is used. The spawns should be linked to from the trigger. Since each trigger can have a different set of spawns linked to it, you can have multiple triggers teleporting to different rooms.

Give Weapon sets whether the players should be given a weapon from the set weapon type when the trigger is used. Otherwise they will just keep their spawn weapons (melee).

Kill Triggers
The mod will automatically setup kill triggers for you.

trigger_multiple
  • targetname : kill_trigger

Traps
Traps are a staple of Deathrun, and as such the mod supports three basic types of traps, meaning you don't have to worry about the script side of them.

Types:
  • Phase
  • Slide
  • Rotate
  • Rotate Constant

Phase Traps
These are traps where the brushes will disappear and go non-colliding for a time, then reappear.

trigger_use
  • targetname : basic_trap
  • target : uniquename

script_brushmodel/script_model
  • targetname : uniquename
  • script_noteworthy : phase

Slide Traps
These are traps where the brushes will move in a direction, then move back to their original position.

trigger_use
  • targetname : basic_trap
  • target : uniquename

script_brushmodel/script_model
  • targetname : uniquename
  • script_noteworthy : slide
  • script_vector : ( x, y, z )

Rotation Traps
These are traps where the brushes will rotate around an origin, then rotate back.

trigger_use
  • targetname : basic_trap
  • target : uniquename

script_brushmodel/script_model
  • targetname : uniquename
  • target : uniquename2
  • script_noteworthy : rotate
  • script_vector : ( x, y, z )

script_origin
  • targetname : uniquename2

Constant Rotation Traps
These are traps where the brushes will rotate around an origin constantly, and triggering the trap speeds them up.

trigger_use
  • targetname : basic_trap
  • script_noteworthy : rotate_constant
  • target : uniquename

script_brushmodel/script_model
  • targetname : uniquename
  • target : uniquename2
  • script_noteworthy : rotate_constant
  • script_vector : ( x, y, z )

script_origin
  • targetname: uniquename2
  • script_vector : normal spin time, triggered spin time, wait delay

The script_origin here holds some information used to determine the settings for the trap.

The first number is the time it takes for one rotate normally, i.e. 5 seconds to move 180 degrees.

The second number is the time it takes when the trap is triggered by the Trapmaster, i.e. 1 second to move 180 degrees.

The third number is the time to wait before starting the rotation. This is so the rotations for different traps aren't matching, i.e. one trap will be at the top of it's rotation arc, whilst another will be at the bottom. You use this to achieve that.
Last edited by Vawser; 29 Oct, 2016 @ 2:21pm