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example plugins
README.md

README.md

Fly

Table of contents

Gamemode settings

Tickrate: 100

sv_accelerate 5
sv_airaccelerate 1000
sv_wateraccelerate 1000
sv_maxvelocity 3500
sv_jump_impulse 301.993377
sv_timebetweenducks 0

sv_staminamax 0
sv_staminajumpcost 0
sv_staminalandcost 0

sv_autobunnyhopping 1
sv_enablebunnyhopping 1
sv_clamp_unsafe_velocities 0

sv_minrate 786432
sv_mincmdrate 64
sv_minupdaterate 64

sv_friction 4
sv_backspeed 0.6
sv_stopspeed 75
sv_ladder_scale_speed 1

The values on sv_friction, sv_backspeed, sv_accelerate & sv_stopspeed are all taken from the default settings in Counter-Strike: Source.

Mapping guidelines

General rules

  • It is the mappers duty to reset any changed movement values on clients when they enter the start zone such as gravity or other speed modifiers.
  • At least 1 CT & 1 T spawn placed inside the start zone preferably.
  • Do not use func_door's to make blocks that teleport you back, this is an outdated technique.

Map props

  • Refrain from using props that can be used to RNG player runs e.g. moving props (barrels, rotating things etc.) and opening doors.

Basics of zoning

  • There can only be unique names in the property field name, having more than 1 entity with the same name will result in a sanity check fail.
  • It is the mappers job to mark/draw zones if they wish to do so!
  • Do not place a booster inside your start zone, they need to be at least 72 units apart from each other!

Start zone

The map must have 1 trigger_multiple entity with the property name set to mod_zone_start.
Having more than one entity with the property name set to mod_zone_start will result in a failed sanity check.

End zone

The map must have 1 trigger_multiple entity with the property name set to mod_zone_end.
Having more than one entity with the property name set to mod_zone_end will result in a failed sanity check.

Checkpoints (optional)

Checkpoints work independently of all other zones which means that skipping checkpoints has no effect on the main run.

Examples of entities

// Example 1 (works!)
mod_zone_start
mod_zone_checkpoint_1
mod_zone_checkpoint_2
mod_zone_checkpoint_3
mod_zone_end

// Example 2 (does not work!)
mod_zone_start
mod_zone_checkpoint_1
mod_zone_checkpoint_3 // Error missing checkpoint 2
mod_zone_end

// Example 3 (does not work!)
mod_zone_start
mod_zone_checkpoint_2 // Error missing checkpoint 1
mod_zone_checkpoint_3
mod_zone_checkpoint_4
mod_zone_end

Bonus zones

Same logic applies to all bonus zones except you add _bonus_X_ after _zone_
The X defines which bonus the zone belongs to, if there is more than 1 bonus on the same map.

// Example of valid names where X represents a number
mod_zone_bonus_X_start
mod_zone_bonus_X_end
mod_zone_bonus_X_checkpoint_X

Map properties

Giving your map a difficulty

  • How to add custom key to map properties

You can find this in hammer Topmenu -> Map -> Map properties... (entity worldspawn) Step 1
Step 2

  • Map difficulty mod_tier -> 3 range from 1 to 6, where 1 is easy and 6 is hard.
  • Map creator mod_creator -> my name
  • Map creator's steamid64 mod_creator_steamid64 -> 76561198244883534

Naming convention

  • Map names should have the prefix fly_
  • Refrain from adding suffix'es to map names e.g. fly_mymap_v1, fly_mymap_v2, fly_mymap_fix, fly_mymap_<insert_name_of_commnuity_here>
  • Refrain from having numbers in map names e.g. fly_mym4p
  • Do not use uppercase letters, spaces and special characters in map names e.g. fly_mym$p, fly_MyMAp, fly_my map

TL;DR

trigger_multiple

  • mod_zone_start - Must have 1, any maps with more than 1 or none will not be accepted
  • mod_zone_end - Must have 1, any maps with more than 1 or none will not be accepted
  • mod_zone_checkpoint_X - Optional, if you wish to implement checkpoints refer to this section
  • mod_zone_bonus_X_start - Optional, if you wish to implement bonus zones refer to this section
  • mod_zone_bonus_X_end - Optional, if you wish to implement bonus zones refer to this section
  • mod_zone_bonus_X_checkpoint_X - Optional, if you wish to implement bonus zones refer to this section

If you wish to sanity check your map download ##this## tool then drag & drop the map onto it.

Plugin guidelines

If you wish to make a timer for this gamemode please follow our standards.

  • Start zone mod_zone_start

    • The tick where !(EntityFlags & FL_ONGROUND) is when the timer starts, or if walk out of the zone while touching the ground.
      • A players timer should be stopped if the speed of the player is greater than 290 upon timer start. if this happens you probably did something wrong in the first place!
    • A player should not be able to run faster than 290 on ground inside a start zone.
    • If a player's timer is already started and he jumps back in the start zone and lands on the ground inside the start zone, he should be punished with a speed reset to 250.
  • End zone mod_zone_end

    • The tick where a SDKHook OnTouch happens is the tick we use to measure the tick count from when he left the ground inside the start zone.
  • Checkpoint start mod_zone_checkpoint_X

    • Reaching/initial touch on a checkpoint zone only marks what your main timer was at when reaching this area.
    • Please also read the mapping guidelines on checkpoints, it will strengthen your knowledge and understanding of checkpoints.
  • Bonus zones

    • They all work the same way "main" start/end/checkpoints do except they have a prefix of mod_zone_bonus_X where the X represents what bonus it is, so you can have multiple bonuses in 1 map.
    • Note mod_zone_bonus_<bonus_level>_checkpoint_<checkpoint_number>
  • Ticks vs Time

    • How we calculate time used in a run is TBD

Other than that apply common sense to whatever you do :)