Occupation: Source

a Half-Life 2 Modification

 

by pgr associates software   


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Occupation and OccupationCS: Source Map Entity Definitions
HQ Zone – hq_zone
required: 1 Occupation HQ (no more) and at least 1 Resistance HQ (one or more)
hqid – matched against info_player_initial->hqzoneid
	
initialControl – Ownership at start of the Map. Only Use STATUS_NONE, STATUS_OCCUPATION and STATUS_RESISTANCE
controllimit – number of “control points” required to bring zone from Clear to Secured: A player at 100 Health earns 150 control points for every second spent in a zone
Entry Zone – entry_zone
required: at least 1 Occupation HQ (one or more) and at least 1 Resistance HQ (one or more)
entryid - matched against info_player_initial->hqzoneid
direction – Only Use ENTRY_NORTH, ENTRY_EAST, ENTRY_SOUTH, ENTRY_WEST
access – Only Use ACCESS_TRAIL and ACCESS_ROAD
occdist – distance from Occupation Staging area (screens) to the this entry zone in inches*
resdist – distance from Resistance Staging area (screens) to the this entry zone in inches*
desdist – distance from Deserter Staging area (screens) to the this entry zone in inches* (Not Yet Implemented)
initialControl –Ownership at start of the Map. Only Use STATUS_NONE, STATUS_OCCUPATION and STATUS_RESISTANCE
controllimit – number of “control points” required to bring zone from Clear to Secured: A player at 100 Health earns 150 control points for every second spent in a zone
Spawn Zone – spawn_zone
required: One for every Entry Zone. The spawn zone must encapsulate the info_player_entry entities for a specific entry_zone. When a player respawns in a spawn_zone they can leave but not re-enter so it is important not to allow any dead space that allows a player to exit and then traps them between a dead end and the spawn_zone. The spawn_zone sets a flag in the player that resets the inventory so it required for each entry_zone.
waitlimit – not used
initialControl – not used
controllimit – not used
HQ Spawn Location – info_player_initial
required: at least 1 for each HQ 
hqzoneid – linked to the hq_zone ->hqid. When the game is in its initial stage the current hq_zone uses the link to find these locations for players to spawn in.
Entry Spawn Location – info_player_entry
required: at least 8 for each Entry Zone 
entryzoneid linked to the entry_zone->entryid. When an entry_zone is selected these are the locations players will respawn in.
Staging Spawn Location - info_player_staging
required: 1 for each faction. Location Dead players see and hear from to simulate the Staging area. There is a bug where dead players don’t always jump to his entity. Create a separate small skybox to contain this entity and place the skybox in the approximate position and distance from the main map area that the staging area would be for each faction. 
factionControl – determines where the players will see and hear from while in his/her faction’s staging area. Only use STATUS_OCCUPATION and STATUS_RESISTANCE
Info Theatre - info_theatre: 
required: 1 for each map
theatre – Name of the theatre that appears in the Staging Screens
access – determines types of units available in the theatre for deployment. Only use “Troop” or “Troop, Truck”. The rest will follow as I create Vehicles and Parachutes.
occdist – additional distance from Occupation Staging area (screens) to the to all entry zones in inches* (added to entry_zone distance)
resdist – additional distance from Resistance Staging area (screens) to the to all entry zones in inches* (added to entry_zone distance)
desdist – additional distance from Deserter Staging area (screens) to the to all entry zones in inches* (added to entry_zone distance)
initialtime – the length in seconds the initial stage window is open when the map starts. After players require transport.
training – not used anymore. now use the server console variable sv_occ_training_mode
•	- Troops travel 60 inches per second * sv_occ_deployment_speed
•	- Trucks travel 600 inches per second * sv_occ_deployment_speed
 
Combatant - npc_combatant
Can be placed in the map but the weapon arguments have been disconnected; now the game automatically respawns combatants based on the console variables:
sv_occ_training_mode 1
sv_occ_npc_recruit_count 4 to 32
//Not used currently used 
@PointClass base(Weapon) studio("models/weapons/w_eq_fraggrenade.mdl") = weapon_fraggrenade : "Frag Grenade" []
@PointClass base(Weapon) studio("models/weapons/w_eq_fraggrenade.mdl") = weapon_hegrenade : "HE Grenade" []
@PointClass base(Weapon) studio("models/weapons/w_eq_smokegrenade.mdl") = weapon_smokegrenade : "Smoke Grenade" []
@PointClass base(Weapon) studio("models/weapons/w_smg_mac10.mdl") = weapon_357 : "357 Magnum" []
@PointClass base(Weapon) studio("models/weapons/w_pist_glock18.mdl") = weapon_glock18 : "9X19mm Sidearm" []
@PointClass base(Weapon) studio("models/weapons/w_pist_glock18.mdl") = weapon_glock37 : "45ACP Sidearm" []
@PointClass base(Weapon) studio("models/weapons/w_shot_m3super90.mdl") = weapon_12GuageShotgun : "Leone 12 Gauge Super" []
@PointClass base(Weapon) studio("models/weapons/w_smg_mac10.mdl") = weapon_smg1 : "SMG1" []
@PointClass base(Weapon) studio("models/weapons/w_snip_g3sg1.mdl") = weapon_g3sg1 : "AR50 Sniper Rifle" []
@PointClass base(Weapon) studio("models/weapons/w_mach_m249para.mdl") = weapon_rpg : "SMAW Medium" []

Contact PGR Associates Software

email: info@occupation-source.com