INVASION! Tutorial.
This is a tutorial for anyone who wants to use the
INVASION! cogs in their Jedi Knight level. But first here is a brief
description of what INVASION! cogs are.
INVASION! is a new mode of Capture The Flag. There is many differences, instead of capturing a flag, there are six bases spread about. And instead of taking a flag back to your base, you have to keep control of the base.
So the teams have to try to take control of all six bases at the same time, the team that has captured ALL 6 of the bases, and all 6 of the bases have the team's coloured flag above them, win the match. Of course if one of the team has captured the first 3 bases, and they are at the other end of the level capturing the next 3, then if your on the opposing team all you have to do its capture the first base, or second, or third, and they wont be able to win until the come back and re-capture them.
To capture the bases, you have to activate a console, and once you have activated the console, a flag will appear above it, corresponding to your team.
If you still don't get it, INVASION! is pretty much like the "Warpath" Level in Team Fortress Classic.
Now moving on...
Its not all that hard to put INVASION! into your level, and I am going to assume that you know how to place objects and fill in the values in a cog. The first thing we will do is set up the level, in the episode editor in Jed, make sure the Episode Type is set to "8 (Special/CTF)".
Now we will create the flag points. Add 6 things to your level, in the places you want the base flags to be, and use the template "console2" (you can change this is you want a different console, but for the sake of the tutorial I am using the default Jedi Knight consoles). Once you have placed the 6 consoles, put 6 ghost objects above all of the consoles (the ghost objects are where the flags will appear, if you want the flags to appear somewhere else, you can move the ghost objects to where you want the flags).
Right, now we have all the positions set up, its time to work on the cogs, the first cog we are going to look at is invbases.cog. This cog controls the flags and who owns the bases. This also sends 12 triggers when a certain base is activated, the triggers are sent to soundtrigger.cog, and the triggers start at 800 and go to 811, you can change these by editing the cog.
Parameter Name: |
Use: |
cons1 (thing) |
Enter the thing number of the first base console. |
cons2 (thing) |
Enter the thing number of the second base console. |
cons3 (thing) |
Enter the thing number of the third base console. |
cons4 (thing) |
Enter the thing number of the fourth base console. |
cons5 (thing) |
Enter the thing number of the fifth base console. |
cons6 (thing) |
Enter the thing number of the sixth base console. |
flag1 (thing) |
Enter the thing number of the first ghost position, over the first base. |
flag2 (thing) |
Enter the thing number of the second ghost position, over the second base. |
flag3 (thing) |
Enter the thing number of the third ghost position, over the third base. |
flag4 (thing) |
Enter the thing number of the fourth ghost position, over the fourth base. |
flag5 (thing) |
Enter the thing number of the fifth ghost position, over the fifth base. |
flag6 (thing) |
Enter the thing number of the sixth ghost position, over the sixth base. |
red (model) |
Enter a 3do model of the red flag (do not use a template) use flgr.3do |
gold (model) |
Enter a 3do model of the yellow (gold) flag (do not use a template) use flgy.3do |
Now we will look at invendlvl.cog This cog checks all the bases to see if one team has captured them all, it will end the level if one team has all bases.
Parameter: |
Use: |
first (thing) |
The first flag thing, must be the same as the flag1 parameter in invbases.cog. |
second (thing) |
The second flag thing, must be the same as the flag2 parameter in invbases.cog. |
third (thing) |
The third flag thing, must be the same as the flag3 parameter in invbases.cog. |
fourth (thing) |
The fourth flag thing, must be the same as the flag4 parameter in invbases.cog. |
fifth (thing) |
The fifth flag thing, must be the same as the flag5 parameter in invbases.cog. |
sixth (thing) |
The sixth flag thing, must be the same as the flag6 parameter in invbases.cog. |
checkmodel (model) |
The red flag model. Must be the same as the models in invbases.cog use flgr.3do |
checkmodel2 (model) |
The yellow flag model. Must be the same as the models in invbases.cog use flgy.3do |
playsound (sound) |
The sound to play when Red Team wins. Use i00an03z.wav |
playsound2 (sound) |
The sound to play when Yellow Team wins. Use i00an05z.wav |
welcome (sound) |
The sound that gets played when you enter the level, it can be something like "Welcome to Jedi Knight Invasion" you can download one HERE |
timewait (flex) |
The wait (in seconds) after all the flags have been captured to end the game. |
Now we look at the small cog, invmain.cog. This cog controls the team selection, and the team models.
Parameter: |
Use: |
team1 (sector) |
The sector the player has to step into if he/she wants to join the red team. |
team2 (sector) |
The sector the player has to step into if he/she wants to join the yellow (gold) team. |
team01 (model) |
The player model for the red team, can be any model (not template) you want but its best to use the default JK CTF team models, use: kyx0.3do |
team02 (model) |
The player model ffor the yellow (gold) team, can be any model (not template) you want but its best to use the default JK CTF models, use: kyu0.3do |
ghost1 (thing) |
The place where a player will enter the level after choosing red team. Its best to put the 2 places (ghost1 and ghost2) at different ends of the level. |
ghost2 (thing) |
The place where a player will enter the level after choosing yellow (gold) team. Its best to put the 2 places (ghost1 and ghost2) at different ends of the level. |
Now, Finally we will look at, soundtrigger.cog this cog is an optional cog if you want sounds, this recives triggers from invbases.cog.
Parameter: |
Use: |
base1r |
The sound played when red has the first base. |
base1g |
The sound played when gold has the first base. |
base2r |
The sound played when red has the second base. |
base2g |
The sound played when gold has the second base. |
base3r |
The sound played when red has the third base. |
base3g |
The sound played when gold has the third base. |
base4r |
The sound played when red has the fourth base. |
base4g |
The sound played when gold has the fourth base. |
base5r |
The sound played when red has the fifth base. |
base5g |
The sound played when gold has the fifth base. |
base6r |
The sound played when red has the sixth base. |
base6g |
The sound played when gold has the sixth base. |
Now that you know how to do it...
I expect to see lots of excellent INVASION! levels, because INVASION! is a really cool CTF system.
Credits:
INVASION! Coding: Cave_Demon
Tutorial: EL3CTRO
Welcome Sound: EL3CTRO