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Each map needs 32 (or as many players as you plan to support) info_player_deathmatch_start entities and 2 trigger_join team entities in an area seperate from the map to be used as a waiting room.  You will also need at least 2 info_zone entities to act as team spawn areas.

An FGD for mapping in the Valve Hammer will be supplied with the Pentagon Project.  The following pentagon specific entities will be included :

info_zone Point

Team Spawn Point.

Invisible and intangible.

When ever this zone is captured (see trigger_capzone) or neutralised (see trigger_nutzone) the zone will inform all players it has changed teams using it's Description property to identify itself.  When ever a zone changes team it toggles the entities named by it's "Target on Team Change" property.  Whenever a player spawns in a zone it toggles the entities named by it's Target  property.  Targetname is used to identify the zone for capturing and neutralization.

This entity requires a lot of room, after all the entire 16 player team could all spawn here at once.

NOTE: When ever a zone changes teams any info_marker entities with the same targetname will also change to that team.

Description,"Target on Team Change", Target, Targetname

trigger_capzone Point

Capture Team Spawn Point.

Invisible and intangible.

When activated this entity changes the team of any team affiliated entities with the same targetname as this entities target.

Intended to allow players to capture zone for their team to spawn at.  Gives the activating player  reward points, the amount is set by the reward property.

Target, Targetname, reward

trigger_nutzone

Point

Neutralize Team Spawn Point.

Invisible and intangible.

Once activated prevents players of any team spawning at info_zones.  Gives the activating player  reward points, the amount is set by the reward property.

Targetname, Target, reward

 

trigger_turnzone

Point

Turn an entity against the player that triggered this one.

Invisible and intangible.

Once activated canges the team of any targetted entities to the be the enemy of the activating player.  Gives the activating player reward points, the amount is set by the reward property.

Targetname, Target, reward

trigger_proximity Point

Momentary Proximity Trigger Point.

Invisible and intangible.

Intended to target  a "momentary" type entity (such as momentary_door).  The closer you get to it (up to to the "minimum radius") the stronger the signal it it sends to it's target.  This can be used to make a door open as you approch, stay open while you are in the doorway and close as you move away. (Finaly supermarket doors!)

"Maximum Radius" , "Minimum Radius" , Targetname, Target

victory_specific Point

Specified team victory.

Invisible and intangible.

Awards victory to the team specifed by the "Winner" property when actrivated.  You can change the winner using a trigger_caploc or trigger_nutloc.  If the winning team is changed any entities named by "Target on Team Change" will be activated.

Winner, "Target on Team Change", Targetname

info_claim Point

Allows players to spend their reward points.

Appears as the specified model.

Reflects which team it belong to by changing it's skin.   Enables players on it's team who can afford them to claim rewards specified by the "Allowed" property (see later for details) when within "Radius" units for the info claim.  After each claim the info_claim will become busy during which time it will be unable to cope with any other claims.

Reward Items come in 3 levels of sophisitcation.  At the start of each round each info_claim can only be used to claim level 1 items.  If an upgrade reward is "Allowed" (see later) player can spend their rewards to upgrade a particular info_claim to level 2 to claim better rewards later and upgrade it further to level 3 for the best toys.

In order to allow for different types of claiming device, such as Armories, AutoDocs or Weapons Cabinets each claimable reward has been given a number.  The numbers added together and entered in the "Allowed" property sets what is available from that info_claim.  Here are the claimable items I plan to eventualy include.

HALF AMMO CLIP 1
15% HEALTH  2
10% ARMOR 4
GRENADE 8

SMG

16
SHOTGUN 32
10% FASTER  CLAIMS 64
TECH LEVEL 2 UPGRADE 128
AMMO CLIP (1st level 2 item) 256
50% HEALTH 512
30% ARMOR 1024
3 GRENADES 2048
ASSAULT_RIFLE 4096
GRAVITON 8192
25% FASTER CLAIMS 16384
TECH LEVEL 3 UPGRADE 32768
FULL AMMO (1st level 3 item) 65536
FULL HEALTH 131072
70% ARMOR 262144
Q_LAUNCHER 524288
CHAINGUN 1048576
SNIPER RIFLE 2097152

note: this entity replaces the earlier info_marker with something infinitely more usefull

Model, Targetname, Allowed, Radius

victory_survival Point

Surviving team victory.

Invisble and intangible.

Awards victory to the team with the most living players and spawns.  If the teams are tied any entities named by the Target property will be activated.  I suggest you use a neutral victory_specific for the target of this entity.

Targetname, Target

victory_killers Point

The team wit the most frags wins.

Invisble and intangible.

Awards victory to the team with the most frags.  If the teams are tied any entities named by the Target property will be activated.  I suggest you use a neutral victory_specific for the target of this entity.

Targetname, Target

victory_zones Point

The team wit the most Zones wins.

Invisible and intangible.

Awards victory to the team controlling the most info_zones.  If the teams are tied any entities named by the Target property will be activated.  I suggest you use a neutral victory_specific for the target of this entity.

Targetname, Target

env_momentary Point

Target render amount changes based on value.

Invisible and intangible.

Intended to be targetted by a "momentary" type entity (such as momentary_button).  The stronger the signal it recives the higher render amount it sets on it's target entities (between it's minimum and maximum). 

If you set the 1st flag the render amount will be inversly proportional to the strength of the signal.

A possible use is to make something more or less transaprent as a wheel is turned or as your approach (see trigger_proximity).

"minimum render amount", "maximum render amount"

target_inverter Point

Inverts mommentary value.

Invisble and intangible.

Intended to be targetted by a "momentary" type entity (such as momentary_button) and to target another momentary entity (such as momentary_door).  The stronger the signal it recives the lower the signal it uses to activate it's target.  The weaker the signal it recives the stronger the signal it uses to activate it's target.

Targetname, Target

target_random Point

Toggles a random target.

Invisble and intangible.

Any properties other then those listed here are assumed to be targetnames of entities to be triggered.  This entity supports up to 16 possible targets at once (which can be another target_random if you need more).

When activated this entity will activate one of it's targets at random some time between it's minimum and maximum delay times.  If you only want the random delay function only specify 1 target. If you want a random target to fire immediatly set minimum and maximum to 0.

 "minimum delay between Toggles", "maximum delay between Toggles", Targetname, Target, mapper defined properties used as targets

target_whatkey Point

Displays a message with the users key binding in it.

Displays a message in the middle of the activating user's screen.

Message should be some text containing one and only one %s .  This will be replaced by the name of the key that is bound to the command specified in the command property.  For a list of valid command values have a look in your config.cfg using notepad, anything with BIND next to it is valid.

Targetname, Target, Message, Command

trigger_jointeam Point

Team Join Point.

Appears as a flickering additive hologram sign.

When a player touches the sign they request to join the team specified by the Team property. 

Put 2 of these (1 for each team) in the waiting room area of your map.

Team

trigger_team_relay Point

Team Specific Trigger Relay.

Invisible and intangible

Works like trigger_relay except it only activates it's target when the activating player's team matches it's own.  Use this to make buttons that only 1 team can use.

Targetname, Target, killtarget, delay, "Trigger State", Team

func_lock Brush

Fires it's target when it's key is brought to it.

Invisble and intangible brush based entity

Works like a trigger multiple when a player carrying an item_team_key with a matching "Key Number" touches it.

Could work as as flag capture point or bomb target for a demolitions mode or a goal for a rugby style game.

Targetname, Target, "Key Number"

item_team_key Point

Used to activate a matching func_lock.

Appears as it's specified model, except when it's being carried when it is invisible.

Can only be picked up by players matching it's Teams property.  Activates it's target when it is picked up and tells everyone that it's carryer has it using it's Description property.

If the team that can carry a key is changed (using trigger_caploc or trigger_nutloc) any entities named by "Target on Team Change" will be activated.

In order to activate a func_lock this key must have the same "Key Number" has the func_lock.

Targetname, Target, "Target on Team Change" , "Key Number", Description, "Model Name", Teams

trigger_team_branch Point

Fires different targets depending on the activator's team.

Invisible and intangible

Activates a differnet target depending on the team of what activated it, this could be a player or another team based entiy.  The "What Team" property dictates if this entiy uses the team of the player or the activating entity.

This is to enable you have have you map react differntly to the different teams.

Targetname, Target, "Red Team Target", "Black Team Target", "Neutral Team Target", "What Team"

weapon_pgnar Point

Pentagon Assault Rifle.

Uses 9mm ammo and AR grenades

Target

target_countdown Point

HUD countdown.

Invisible and intangible

When activated displays a countdown on the HUD of all players then activates it's target when it reaches 0.  You can have up to 14 simultanious countdowns going at once.  Use the message property to choose the text of the countdown.

Good for displaying the time left in limited length rounds.

Targetname, Target, Message,  "Duration in seconds"

 
target_reward Point

Gives rewards to players for carrying out map objectives.

Invisible and intangible

When triggered the triggering player is given the ammount of rewards specified by "Ammount of Rewards to give" (duh) so long as that player is on the team specifed by "Team". 

Like any team entiity it's team can be changed using a trigger_caploc or trigger_nutloc.

NOTE:  These are reward points not actual reward items

Targetname, Target, "Ammount of Rewards to give", team

 
trigger_reward Point

Gives rewards to nearby players on a regular interval.

Invisible and intangible

Every few seconds (determined by "how often to give") any players on the specified team within a radius determined by "how far away to give" will be given a number of reward points set by "Ammount of Rewards to give".

Like any team entiity it's team can be changed using a trigger_caploc or trigger_nutloc.

NOTE:  These are reward points not actual reward items

Targetname, Target, "Ammount of Rewards to give", team, "how often to give", "how far away to give"