Call of Duty 5: Adding Gametypes: Difference between revisions

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[[Image:Data.png]] [http://wiki.modsrepository.com/codww_files/codww_missing_mp_prefabs.zip DOWNLOAD MISSING MP PREFABS]</font>
[[Image:Data.png]] [http://wiki.modsrepository.com/codww_files/codww_missing_mp_prefabs.zip DOWNLOAD MISSING MP PREFABS]</font>
List of included prefabs:
*ctf_flag_allies.map
*ctf_flag_axis.map
*dog_exit_node.map
*dog_nopatrol_node.map
*dog_spawner.map
*dog_spawn_node.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
Also included those but they dont work yet!
*veh_ger_panzer.map
*veh_panzer.map
*veh_sherman.map
*veh_t34.map
*veh_type97.map
*war_hq_obj.map


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Revision as of 22:24, 1 December 2008

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

DOWNLOAD MISSING MP PREFABS

List of included prefabs:


  • ctf_flag_allies.map
  • ctf_flag_axis.map
  • dog_exit_node.map
  • dog_nopatrol_node.map
  • dog_spawner.map
  • dog_spawn_node.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

Also included those but they dont work yet!

  • veh_ger_panzer.map
  • veh_panzer.map
  • veh_sherman.map
  • veh_t34.map
  • veh_type97.map
  • war_hq_obj.map

Intermission

Required by all gametypes.
1+ global_intermission

  • Just 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

Death match is an all out frag fest, there's really nothing else to it.
The game ends when the time limit or frag limit has been reached.

Spawns:
16+ 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



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 on grid -> Misc -> Prefab -> "map_source/_prefabs/mp/dom_flag_primary_a.map"
  • Right click on grid -> Misc -> Prefab -> "map_source/_prefabs/mp/dom_flag_primary_b.map"
  • Right click on grid -> Misc -> Prefab -> "map_source/_prefabs/mp/dom_flag_primary_c.map"



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 on grid -> 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 on grid -> Misc -> Prefab -> "map_source/_prefabs/mp/sab_bomb_allies.map"
    • Allies defend, axis attack.
  • Right click on grid -> 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 or the attackers detonate the bomb.

Spawns:

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

Entities:

  • Right click on grid -> Misc -> Prefab -> "map_source/_prefabs/mp/sd_bomb.map"
    • This is the bomb location in single bomb mode.
  • Right click on grid -> Misc -> Prefab -> "map_source/_prefabs/mp/sd_bombtrigger.map"
    • Required, leave out of play where it is easier to find.
  • Right click on grid -> Misc -> Prefab -> "map_source/_prefabs/mp/sd_bombzone_nuke_a.map"
    • Plant point A.
  • Right click on grid -> 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 on grid -> Misc -> Prefab -> "map_source/_prefabs/mp/twar_3flag.map"
    • There is also a "twar_5flag.map" that you can use instead.
    • Place these flags wherever you want them.
  • Each flag gets one of the following with the appropriate changes to the Key / value.
    • Right click on grid -> 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



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 on Grid -> 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 on grid -> 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 on grid -> Misc -> Prefab -> "map_source/_prefabs/mp/ctf_flag_axis.map"
    • Axis Flag.
  • Right click on grid -> Misc -> Prefab -> "map_source/_prefabs/mp/ctf_flag_allies.map"
    • Allies Flag.



Sources: Treyarch's Wiki