Garry's Mod

Garry's Mod

Fort Fights
 This topic has been pinned, so it's probably important
Krotter  [developer] 23 Jun, 2017 @ 7:08am
Fort Fights Hammer Editor Documentation
BASE
The base uses a custom entity, named trigger_lw_base.

REBEL BASE
  • Classname: trigger_lw_base
  • teamnum: 1

    (If you don't have the FGD, you'll have to turn off smart edit and add the 'teamnum' property manually)


COMBINE BASE
  • Classname: trigger_lw_base
  • teamnum: 2

    (If you don't have the FGD, you'll have to turn off smart edit and add the 'teamnum' property manually)


BORDER INDICATOR
  • Classname: func_illusionary
  • FX Color: 0 202 35

    The brush should be 1 HU thick with the 'effects/combineshield/comshieldwall' material on its' two sides.


LOOT CRATE
  • Classname: lw_container_crate



INVISIBLE TURRET CLIP
Used on bases. This blocks players from getting turrets out of their base (accidentally). Even if they manage to get one out, it will teleport back to its' spawn position. You should place this over the border indicator.

FILTER
  • Classname: filter_activator_class
  • Filter mode: Allow entities that match criteria
  • Filter Classname: npc_turret_floor


WALL
  • Classname: func_clip_vphysics
  • Texture: tools/toolsclip

    (Don't forget to set the Filter Name property)



GENERATOR
The generator is made of two brush entities. One is the generator's health brush, the other is the generator itself.

GENERATOR BODY
  • Classname: func_breakable
  • Targetname: lw_RebelGenerator or lw_CombineGenerator

    Not having this on your map can cause LUA errors.


GENERATOR HEALTH BRUSH
  • Classname: func_illusionary (Actually doesn't matter, but it's recommended to be func_illusionary)
  • Targetname: lw_RebelGenerator_Inside or lw_CombineGenerator_Inside
  • FX Color: 0 255 0

    It's recommended to use some kind of white effect texture, as it will get colored based on the generator's health. fof_city17 uses a custom material named 'effects/generatorinside'
    Not having this on your map can cause LUA errors.



SPAWNPOINTS
REBEL SPAWNPOINT
  • Classname: info_player_red


COMBINE SPAWNPOINT
  • Classname: info_player_blue



TURRETS
Turrets are npc_turret_floor entities. Their team is decided by their name.

REBEL TURRET
  • Classname: npc_turret_floor
  • Targetname: turret_Rebel


COMBINE TURRET
  • Classname: npc_turret_floor
  • Targetname: turret_Combine



LOOT
Note that there aren't special loot spawnpoints (a rare loot can spawn anywhere, for instance). 2-3 spawn on each floor of a building is just enough.

LOOT SPAWN
  • Classname: info_target
  • Targetname: loot_spawn



EVENTS
All the events currently (Antlion and Scanner Canister) only use info_target entities.

SCANNER CANISTER EVENT SPAWNPOINT
  • Classname: info_target
  • Targetname: lw_event_cityscanner

    - Note: 5 scanners spawn on EACH spawnpoint. It's recommended to place 1-1 on each teams' side
    - It's recommended to place these spawnpoints outside of player visibility and reach.


ANTLION EVENT SPAWNPOINT
  • Classname: info_target
  • Targetname: lw_event_antlion




TIPS
  • Don't place too many large props near a base. (cars, containers, etc.)
  • Place a small amount of props in the bases, so that the teams can quickly build a small, weak base. This can prevent rushing in early stages. (Example: fof_city17's wooden fence props)
  • Place navigation nodes on the map.
  • Entice players to build farther from their base's border, so that the enemy can't use props to climb in. (See: fof_city17's fences on the bases)
  • Place loot spawnpoints in buildings, near sights and in random locations.
  • Make sure that player's can't damage the generator from outside of a base.


DOWNLOADS
Last edited by Krotter; 8 Feb, 2019 @ 11:45pm