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=== Preparing A Non-Reverse Map === Because many maps were not designed for this mode, it is recommended that you go through your map of choice and remove unwanted map entities, cover up holes in bot spawn with [https://developer.valvesoftware.com/wiki/Prop_dynamic prop_dynamic], and generally prepare your map beforehand. For the bulk of custom logic, a simple [https://developer.valvesoftware.com/wiki/Logic_auto logic_auto] in combination with [https://developer.valvesoftware.com/wiki/AddOutput AddOutputs] will suffice, as it will instantly trigger when a new wave loads, however this can also be achieved with [[lua]] or [https://github.com/rafradek/VScript-Popfile-Extensions VScript]. For example, if your mission gives the blue team infinite ammo, it wouldn't hurt to remove redundant ammo packs from the map like so <syntaxhighlight lang="cpp"> logic_auto { "origin" "0 0 0" "targetname" "mainrelay" "OnMapSpawn" "item_ammopack*,Kill,,0,-1" } </syntaxhighlight> ==== Spawn Room ==== Many maps do not have gates or doors blocking the blue spawn area and will require you to add your own blockades. This can be as simple as placing a forcefield in front of the spawn and killing it when the wave starts, or as complex as creating a moving gate using [https://developer.valvesoftware.com/wiki/Func_tracktrain func_tracktrain]. For our example, we'll be using a [https://developer.valvesoftware.com/wiki/Func_forcefield func_forcefield], an invisible wall which can be disabled and enabled when wave start/end relays trigger using some basic AddOutputs <syntaxhighlight lang="cpp"> PointTemplates [$SIGSEGV] { corelogic { NoFixup 1 logic_auto { "targetname" "mainrelay" "OnMapSpawn" "item_ammopack*,Kill,,0,-1" "OnMapSpawn" "wave_start_relay*,AddOutput,OnTrigger spawnbarrier:Disable:0:-1,0,-1" "OnMapSpawn" "wave_finished_relay*,AddOutput,OnTrigger spawnbarrier:Enable:0:-1,0,-1" } } forcefield { NoFixup 1 func_forcefield { "targetname" "spawnbarrier" "origin" "2724.365479 -2303.941650 -143.139458" // Rottenburg main spawn "angles" "0 90 0" "rendermode" "10" // 10 = Don't render "TeamNum" "2" // 2 for RED, 3 for BLU "mins" "-300 -300 -300" "maxs" "300 300 300" // 300x300HU cube } } } </syntaxhighlight> ''<sup>* is a [https://developer.valvesoftware.com/wiki/Wildcard wildcard] that can be used to reference multiple entities with the same prefix. It is limited to suffixes only (i.e. "*_start_relay*" would not work).</sup>'' For more complex maps with a lot of entities, it may be beneficial to strip away certain decorative elements of the map to avoid hitting the [https://developer.valvesoftware.com/wiki/Edict_t#Limitations edict limit] of 2048 while the wave is active (such as move_rope and keyframe_rope). ==== Upgrade Station ==== Upgrade stations will need to be placed in blue spawns. Do your best to strategically place these in areas that don't interfere with spawn points and cover up holes in the map if there are any. If your map has particularly cramped spawns, it might be wise to use a smaller model than the traditional one to signify an upgrade station, such as a resupply locker or a small weapons case. Do note the "mins" and "maxs" values for the func_upgradestation entity will need to be adjusted accordingly<syntaxhighlight lang="c++"> station { NoFixup 1 func_upgradestation // Upgrade station entity { "mins" "-105 -100 0" "maxs" "105 100 242" "solid" "0" } prop_dynamic // BLU upgrade station model, available on Potato servers { "targetname" "upgradestation" "model" "models/props_mvm/mvm_upgrade_blu.mdl" } prop_dynamic // Invisible collision prop { "targetname" "shopcollision" "angles" "0 -90 0" "model" "models/props_vehicles/train_flatcar_container.mdl" "rendermode" "10" // Don't render "solid" "6" // Enable collisions } } </syntaxhighlight>
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