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Tutorials: CoDUO Mapping
Mapping and modding for Call of Duty United Offensive.

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Adding BAS (Base Assault) Gametype to your map
2005-01-20 22:24:47
Explains how to add the BAS gametype to your CoD:UO map
I was asked if i could explain the BAS gametype the same way that I did the DOM gametype. While normally the .gsc explains the level (map) requirements, GMI didn't do a very good job with their explanation of this one.

This tutorial will assume that you are familiar with the editor functions, and have followed the Setting Up The Editor Tutorial and therefore have all of the required resources in the proper location.

The first thing we need to think about is where we are going to put our bases. The standard BAS gametype requires 3 bases per side so for this tutorial we are going to make it simple to follow again.

This is our map:

A
1
2
3
4
5
6
B

(yes...i know...another straight line map...how original)

Where:

A = Allies end of the map (Allied Spawn Area)
1 = Allies Base 1
2 = Allies Base 2
3 = Allies Base 3
4 = Axis Base 3
5 = Axis Base 2
6 = Axis Base 1
B = Axis end of the map (Axis Spawn Area)


Allied Spawn Area


There are spawns that are associated with bases, especially the loss of them, but we wont cover that quite yet.

In the area that the Allies are going to start in we are going to place some spawnpoints

Right click in the 2d grid in the general area that you want to place a spawn and select mp --> gmi_bas_allies_spawn

Position the spawn where you want it and use the spacebar to replicate it, placing spawns around the spawn area (create between 6 and 10...it will all depend on how many people your map is designed for)

Now we have our Allied Spawn Area ready...


Axis Spawn Area


In the area that the Axis are going to start in we are going to place some spawnpoints

Right click in the 2d grid in the general area that you want to place a spawn and select mp --> gmi_bas_axis_spawn

Position the spawn where you want it and use the spacebar to replicate it, placing spawns around the spawn area (create between 6 and 10...it will all depend on how many people your map is designed for)

Now we have our Axis Spawn Area ready...


The Trick


The bases in the BAS gametype are xmodels, and are relatively easy to create, though there is a little trick to it...which I will, of course, explain.

Right click in the area where we are going to place our Allies Base #1 and select misc --> model

Close the browser window and enter the following key / value pairs

model / xmodel/mp_bunker_foy
temporary / temporary

Position the model in your map (clipping the surrounding terrain to suit) where we are placing the first base....

There are several of you out there thinking "...but foy doesn't...." 
yes...I know...this is the "trick" part of the trick.

Because the mapping requirements for BAS only require the damaged model be in your map, we need to temporarily place the undamaged model so that we can reference certain things, like lights and spawnpoints.

The first thing we need the undamaged model for is so we can make our ladder to the roof.  So, using textures --> common --> ladder draw out a ladder brush over the existing ladder so our players can climb up out of the base

The next thing that we want to do is create any light entities and models (such as cagelight xmodels or flag xmodels) that will appear in the non-damaged base....this is the reason you see them floating in the air above the damaged bunker in the foy example map.....

Make sure that you use script_models!!!!

When that is complete press esc. a couple of times to make sure that everything is deselected...then draw out a brush that completely encloses the base xmodel, and any other models or entities that you added

Press "I" or click select inside and press the spacebar to replicate this group

Move the replica to your next base location and replicate again...repeat this process until you have all 6 base locations in place


Allies Bases


Locate the Allies Base #1 and we will work on that one first.

Right click and select script --> model

Close the browser window and enter the following key / value pairs

model / xmodel/mp_bunker_foy_dmg
script_gameobjectname / bas
script_team / allies
target / al_bas1
targetname / gmi_base

Position this xmodel over the undamaged one, making sure to line it up perfectly.

Use the spacebar to replicate this and place it over the other 2 Allied Bases (undamaged), editing the key / value pair:

target / al_bas1

to suit the number of the base you are working on (so you will in effect have al_bas1, al_bas2, and al_bas3).  You can, in effect use any target alias that you want, but I chose to keep it simple for the purpose of this tutorial where the al_ denotes the nationality allies (i will use ax_ for axis) and the bas# denotes the base number for that nationality.


Axis Bases


Locate the Axis Base #1 and we will work on that one now.

Right click and select script --> model

Close the browser window and enter the following key / value pairs

model / xmodel/mp_bunker_foy_dmg
script_gameobjectname / bas
script_team / axis
target / ax_bas1
targetname / gmi_base

Position this xmodel over the undamaged one, making sure to line it up perfectly.

Use the spacebar to replicate this and place it over the other 2 Allied Bases (undamaged), editing the key / value pair:

target / ax_bas1

to suit the number of the base you are working on (so you will in effect have ax_bas1, ax_bas2, and ax_bas3).


Removing the Trick


OK, now there was a little bit of work involved at the beginning that I said was a trick, and here is where it comes in handy.  Remember that we gave the xmodels of the undamaged bases a key / value pairing of temporary / temporary?  Well, this is why we did that....

Click Selection --> Select by Key/Value (or press Shift + Ctrl + F) and enter the key / value pairing of temporary / temporary.

All of the xmodels that have that pairing will be selected (there should be 6 in all)...press delete (backspace) to remove them as they are no longer required.


Allied Base Spawns


Having done that - let's place a couple of spawnpoints into our allied bunkers (these are spawnpoints that will become unavailable to the allied team should the base be destroyed).

Right click in the 2d grid in the general area that you want to place a spawn and select mp --> gmi_bas_allies_spawn

Position the spawn where you want it and use the spacebar to replicate it, placing spawns around the base (foy uses 3 per base, the quantity is up to you)

Repeat in each Allied Base.


Axis Base Spawns


Now let's place a couple of spawnpoints into our axis bunkers (these are spawnpoints that will become unavailable to the axis team should the base be destroyed).

Right click in the 2d grid in the general area that you want to place a spawn and select mp --> gmi_bas_axis_spawn

Position the spawn where you want it and use the spacebar to replicate it, placing spawns around the base (foy uses 3 per base, the quantity is up to you)

Repeat in each Axis Base.


Connecting Your Entities


Lets now navigate back to our Allies Base #1

Recall that we gave our base the entity values target / al_bas1, so we now need to connect those paths.

Select one of the entities that you placed in Allies Base #1.  The order that you do them in doesn't matter, as long as you ensure that you do them all (this includes spawn points, light entities, and any additional xmodels (such as cagelights and flags) that you may have added to your bases)

We will do one of the spawnpoints for the purpose of this tutorial.

So, with one of the spawnpoints from Allied Base #1 selected, we press the "N" key to bring down the entity editor and enter the following key / value pair:

targetname / al_bas1

(remember that we gave each base a difinitive target?)

If you have paths visible (click view --> show --> paths) then you should see a line drawn from the origin (center) of your base to the origin (center) of your spawnpoint, with the base targetting the entity (the directional arrow on the line should be pointing towards the entity)

Repeat this process with all the entities in Allied Base #1, then repeat with Allied Base #2 and Allied Base #3 (dont forget the ladder brush!)...making sure to change the targetname to the one defined by that particular base.

The process of connecting the Axis Base entities is the same, just the targetname changes.


Place the Bombs


Right....just about done so dont give up on me now!

Locate the basement of Allies Base #1 (you should be good at that by now) and right click in the 2d grid --> script --> model.

Close the browser window and enter the following key / value pairs:

model / xmodel/mp_bomb
script_gameobjectname / bas
targetname / al_bas1b

notice the 'b' added to the targetname....a change from what you are used to entering.....this stands for "bomb" and will become clear shortly

Now select the textures --> common --> trigger texture and draw out a plant area....this is the area that the player must be in to plant the explosive.

With the trigger brush still selected, right click in the 2d grid and select trigger --> lookat

Press "N" to bring down the entity editor and enter the following key / value pairs:

script_gameobjectname / bas
targetname / al_bas1
target / al_bas1b

Repeat this process in all of the bases, changing the targetname of the bomb and the targetname and target of the trigger_lookat to match that of their respective bases.


Add the Intermission


As with all gametypes, there is a requirement that at least one BAS intermission be placed somewhere in your map


.gsc Information


The .gsc level requirements for BAS are really quite simple, and are probably covered in your .gsc by another gametype...but just in case - here they are:

Team Definitions:
game["allies"] = "american";
game["axis"] = "german";
This sets the nationalities of the teams. Allies can be american, british, or russian. Axis can be german.

If using minefields or exploders:
maps\mp\_load::main();

I hope this helps you with your BAS
StrYdeR


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