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TNH_HoldPoint
Nick Olenz edited this page Nov 6, 2020
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Gamemode | Minimum Instances | Maximum Instances |
---|---|---|
Sandbox | 0 | 0 |
Take and Hold | 2 | Unlimited |
TNH_HoldPoint describes all features of a hold point in Take and Hold.
- Bounds: A set of DISABLED GameObjects using meshes with no colliders that encompass the entire Hold Point.
-
NavBlockers: A DISABLED parent object with DISABLED children. These become active during a Hold, and have colliders on the
NavBlock
layer to prevent the player from leaving the hold area. Place collider objects on the entrances to a hold point. MINIMUM: 0 -
BarrierPoints: Parent container for barriers. All children of this object must be
TNH_DestructibleBarrierPoint
. MINIMUM: 0 -
CoverPoints: Parent container for cover points. All children of this object must be
AICoverPoint
. MINIMUM: 0 - SpawnPoint_SystemNode: System node spawns here. Place on the floor since it will hover above.
- SpawnPoints_Targets: Parent container for encryption spawns. Children of this object should just be empty GameObjects. MINIMUM: ???
- SpawnPoints_Turrets: Unused?
-
AttackVectors: Parent container for AttackVectors. All children of this object must be
AttackVector
. MINUMUM: 2? - SpawnPoints_Sosigs_Defense: Parent container for Sosigs. Children of this object should just be empty GameObjects. MINIMUM: 9 in code, but fewer shouldn't cause errors.
These are annoying to set up manually. You are heavily encouraged to simply modify the included hold point prefab to meet your needs.
Quick Start
Step-by-step Mapping Guides
- Setting up your environment
- Creating your first map
- Creating custom scripts
- Creating in-game menus
Mapping References