I’ve been working on a set of control point entities for a few weeks. The general idea is to have a set of entities that mappers and gamemode creators can use to make control point games. I’m basing them fairly heavily on the TF2 entities to start with. In addition to a usable set of gmod entities, I hope to provide a set of base control point entities that can be easily inherited to use for specific cases or other games. My test case right for this right now are the TF2 entities – I can load up a TF2 map in Garry’s Mod and the existing control point entities work with my framework.
My initial idea is to provide entity types based on the TF2 entities (the gmod entities will likely have different names to differentiate):
[li]trigger_capture_area: triggers when players step on it to capture the point
[/li][li]team_control_point: the control point entity
[/li][li]team_control_point_master: controls the points
I think there are some other entities involved sometimes, but these three are my goal for version 1. I have the trigger and point entities more or less functional, but haven’t started on the master yet.
Features and Goals:
[li]Supports key/values entered in Hammer
[/li][li]Supports inputs/outputs entered in Hammer
[/li][li]Supports Garry’s Mod hook system
[li]Will raise events at appropriate times (point captured, start capture, etc. actual list of events still TBD)
[/li][li]These can be hooked by using the existing gmod hook.Add function
[li]Works with existing Garry’s Mod team system
[li]Works for more than 2 teams (This may be too complicated; we’ll see)
[li]Easy to hook into gamemodes – a gamemode creator shouldn’t have to modify the control point entity code at all, just drop them in and configure/hook events.
I’m at work, so no screenshots right now, but imagine a couple of TF2 control point images right here.
I threw together a quick Fretta gamemode to test out the control points.