![]() Forts game lua 5. mod#If the mod is active and a exists the game will load it. Mods can have an optional file in their root, such as mods/sandbags_large/a. Use Skirmish or Multiplayer to test them. WARNING: mission scripts don't run in Sandbox. These scripts have a few settings specific to maps, such as to force on mods and to mark the map as symmetrical: If the requested map name contains non-ANSI characters it will be something like maps/playermap1/a. On creation of the map this file is automatically made and takes the name of the map folder, such as maps/Vanilla/a. the function can be one of the built-in script functions or defined by the script call the MyDelayedFunc function with parameter 'myParam' in 5 seconds time ![]() necessary to access script functions, plus basic functions, types and variables The script can use the built-in function ScheduleCall to make things happen later. Forts game lua 5. update#The main entry points are the Load, Update and OnRestart events. There are two types of functions listed below: 'script functions' and 'events'. Reactant - The tiles used to make the Fort.This document provides details on the Application Programming Interface (API) between Forts and scripts used for mission and mod implementation. Vectar666 - For the Standard DM script, (respawning in Standard game-mode), used in 'Koth_airsoft Fort'. After 2.5 minutes, the side gates open.Īll rules are scripted, The only things you will have to adjust are the amount of bots/players there are at the start of each round + the Round Times of the 'DE' and 'Koth' game-modes.įasttt - For the TDM script included in Awp_airsoft fort. Forts game lua 5. full#If your server is not full + auto-team balance is off, It will get harder and harder for the T's, as CT's are constantly being added every minute. ![]() You can respawn, thanks to the 'Standard DM script' This is similar to the 'Bomb Defuse' gamemode, only the C4 timer is scripted to 255 seconds (4 minutes 35 seconds) + Using the tree's in this map is the key to a win, but i do not encourage camping. It uses the famous 'tdm script', the author is included in the credits. Whichever team reaches a team score (all player kills added up) of 200 first, wins. This is basically a team Deathmatch, only with snipers ). The map is more or less exactly the same as the 'CTF_airsoft Fort'. There are now 2 bridges on either side of the fort, the same goes for. ![]() If you control the fort, you control the game. The fort is again, the center of this game-mode. The map is more (not completely) symetrical The Black circled area has a trigger: Whenever a CT is crossing the bridge in the black circled area, An alarm can be heard (if you listen fairly closely) in the white circled area. In the 'Domination Airsoft Fort' screenshot, there are 2 circled areas. The Ct's must capture each 'Red' point to win, whilst the T's must send at least 3 of them to capture the CT point in the top right corner of the map. There are four turrets placed in the fort (see screenshots) The time for each round can't really be longer than 1 minute. The idea is that the T's plant the bomb ASAP, then take up positions and wait for the Ct's to either rush the fort, or pick them off 1 by 1. I have included 5 different game-modes in this map, Each game-mode having at least one unique feature: Then i started thinking beyond just 1 game-mode. ![]() But i thought if I en-larged the map and put a Bomb-spot in the middle, It would be a fort-defence type game. ![]()
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