Call of Duty 5: Adding Gametypes

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Missing Prefabs

IMPORTANT: Treyarch didnt include the MP Prefabs so here they are:

DOWNLOAD MISSING MP PREFABS

Simply unpack in your cod5_root, all folder structure is already done.

List of included prefabs for this section:

  • ctf_flag_allies.map
  • ctf_flag_axis.map
  • dom_flag_primary_a.map
  • dom_flag_primary_b.map
  • dom_flag_primary_c.map
  • sab_bomb.map
  • sab_bomb_allies.map
  • sab_bomb_axis.map
  • sd_bomb.map
  • sd_bombtrigger.map
  • sd_bombzone_nuke_a.map
  • sd_bombzone_nuke_b.map
  • twar_flag_a.map
  • twar_flag_b.map
  • twar_flag_c.map
  • twar_flag_d.map
  • twar_flag_e.map
  • twar_flag_f.map
  • war_hq_obj.map

Intermission

Required by all gametypes.
1+ global_intermission

  • Right click in 2D view > Global intermission, place it so that there is a nice overview of your map.
  • Note that multiple Global Intermission can be placed in the map.

DM

For Deathmatch/Free-for-all
The game ends when the time limit or frag limit has been reached.

Spawns:
16+ dm_spawn
Entities:

  • Right click in 2D view > MP > dm_spawn

TDM

Team death match is the same as death match except there are 2 teams and the frags are combined.
The game ends when the time limit or team frag limit has been reached.

Spawns:
16+ tdm/spawn
16+ tdm/spawn/allies/start
16+ tdm/spawn/axis/start

Enitites:

  • Right click in 2D view > MP > TDM > Spawn
  • Right click in 2D view > MP > TDM > Spawn > Allies_start
  • Right click in 2D view > MP > TDM > Spawn > Axis_start



DOM

In Domination the player's team must capture and hold as many flags as possible by standing near the flag.
The game is won when a team captures all teh flags or the time limit is reached.

Spawns:

  • 16+ dom/spawn/allies_start
  • 16+ dom/spawn/axis_start
  • 3+ "per flag" dom/spawn

Entities:
Place these flags around the map and place the 3+ spawns near them.

  • Right click in 2D view -> Misc -> Prefab -> "map_source/_prefabs/MP/dom_flag_primary_a.map"
  • Right click in 2D view -> Misc -> Prefab -> "map_source/_prefabs/MP/dom_flag_primary_b.map"
  • Right click in 2D view -> Misc -> Prefab -> "map_source/_prefabs/MP/dom_flag_primary_c.map"

Flag Descriptors:

In addition you need to add 3 script_origins.

  • Right click 2D view -> Script -> script_origin
  • For the first flag, give the script_origin the following keys / values:

targetname / flag_descriptor

script_linkname / flag1

script_linkto / flag2

  • For the second flag, give it the following keys / values:

targetname / flag_descriptor

script_linkname / flag2

script_linkto / flag1 flag3

  • For the third flag, give it the following keys / values:

targetname / flag_descriptor

script_linkname / flag3

Place each script_origin touching its flag near base.


SAB

In Sabatoge each team has an object they need to protect from the enemy and must also plant a bomb on their object. There is only one bomb and this player is marked for everyone to see.
Sabatoge is won when your team plants and defends the bomb against the enemy.

Spawns:

  • 16+ sab/spawn/allies_start
  • 16+ sab/spawn/axis_start
  • 8+ sab/spawn/allies
  • 8+ sab/spawn/axis

Entities:

  • Right click in 2D view -> Misc -> Prefab -> "map_source/_prefabs/MP/sab_bomb.map"
    • This is the location of the bomb that the teams need to pick up.
  • Right click in 2D view -> Misc -> Prefab -> "map_source/_prefabs/MP/sab_bomb_allies.map"
    • Allies defend, axis attack.
  • Right click in 2D view -> Misc -> Prefab -> "map_source/_prefabs/MP/sab_bomb_axis.map"
    • Axis defends, allies attack.



SD

In Search and Destroy the attackers carry a bomb(s) to two plant points and must defend against the enemy. The defenders must stop the attackers.
Search and Destroy is won when the attackers are eliminated, the defenders are eliminated, the attackers detonate the bomb, or the defenders defuse the bomb.

Spawns:

  • 16+ sd/spawn/attacker
  • 16+ sd/spawn/defender

Entities:

  • Right click in 2D view -> Misc -> Prefab -> "map_source/_prefabs/MP/sd_bomb.map"
    • This is the bomb location in single bomb mode.
  • Right click in 2D view -> Misc -> Prefab -> "map_source/_prefabs/MP/sd_bombtrigger.map"
    • Required, leave out of play where it is easier to find.
  • Right click in 2D view -> Misc -> Prefab -> "map_source/_prefabs/MP/sd_bombzone_nuke_a.map"
    • Plant point A.
  • Right click in 2D view -> Misc -> Prefab -> "map_source/_prefabs/MP/sd_bombzone_nuke_b.map"
    • Plant point B.

WAR

War is similar to Domination but only one flag can be contested at a time as each team pushes into the enemy base.
War is won when a team has captured all the flags.

Spawns:

  • 8+ twar/spawn/axis_start
  • 8+ twar/spawn/allies_start
  • 4+ twar/spawn

Entities:

  • Right click in 2D view -> Misc -> Prefab -> "map_source/_prefabs/MP/twar_3flag.map
    • Place these flags wherever you want them.
  • Each flag gets one of the following with the appropriate changes to the Key / value.
    • Right click in 2D view -> mp -> uspawn -> influencer
    • radius / #
      • # is in units you want the influencer to target spawns.
    • script_team / INPUT
      • INPUT can be either "allies" or "axis".
        • If axis own the flag then the axis influencer is used when determining spawns. Same with allies.
    • script_gameobjectname / twar
      • Determines what game type this entity will be shown/used in.
    • script_twar_flag / INPUT
      • INPUT depends on what flag you are editing. Flag Letter / Value to Input
        • a / flag1
        • b / flag2
        • c / flag3
        • d / flag4
        • e / flag5


  • Flag Descriptors

This is almost exactly like Domination:

classname: script_orign

targetname: twar_flag_descriptor


Place one flag descriptor close to each flag. Use the script_linkname and script_linkto properties to say which flags it can be considered "adjacent" to in the level. For instance, if players have a primary path from flag1 to flag2, and from flag2 to flag3, flag2 would have a twar_flag_descriptor with these properties:

script_linkname flag2 script_linkto flag1 flag3


  • Area Callsigns

War gametype also allows you to name areas/flags, check THIS TUTORIAL on how to proceed.


KOTH

King of the Hill has both teams scrambling to hold a radio that is randomly placed around the map.
KOTH is won when a team has reached the score limit, points are added for length of time radio is held.

Spawns:

  • Uses TDM spawns so there are no additional spawns needed, same rules.

Entities:
Place 3 to 7 of these, there can't be more than 7 or less than 3.

  • Right click in 2D view -> Misc -> Prefab -> "map_source/_prefabs/MP/war_hq_obj.map"
  • Create a trigger that completely surrounds the prefab with some space to spare.
    • Right click in 2D view -> trigger -> multiple
    • Key / Value" - " targetname / radiotrigger "

CTF

Capture the Flag has both teams defending their flag and trying to capture the enemy's flag.
The game is won when a team has reached the capture limit.

Spawns:

  • 16+ ctf/spawn/allies_start
  • 16+ ctf/spawn/axis_start
  • 8+ ctf/spawn/allies
  • 8+ ctf/spawn/axis

Entities:

  • Right click in 2D view -> Misc -> Prefab -> "map_source/_prefabs/MP/ctf_flag_axis.map"
    • Axis Flag.
  • Right click in 2D view -> Misc -> Prefab -> "map_source/_prefabs/MP/ctf_flag_allies.map"
    • Allies Flag.



Sources: Treyarch's Wiki Modified by ZeRoY


--Zeroy. 15:01, 4 December 2008 (UTC)