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Moesh edited this page Jan 23, 2023 · 21 revisions

Vortex Invasion Mode, Special Map Entity List

info_player_invasion

SIZE: ** This entity is the size of a standard player spawn, and should be placed 25 units off the floor, and at least 32 units away from any walls.

mins -32, -32, -24
maxs 32, 32, -16

DESCRIPTION: This is a destructible entity that spawns with 1000hp and is used as player spawn points in Invasion mode. The spawns will only spawn players once every few seconds, and will not spawn anyone if they are currently occupied. If no spawns are available when a player dies, then they will stay dead until a spawn is available. Players must defend these spawns at all costs. If all of them are destroyed, the map immediately ends and no bonus points are awarded. If the timelimit is reached on a map, then players gain bonus experience proportional to the number of spawn points that are still alive. For example, if 2/4 spawns are still alive at the end of the map, then players are awarded 50% of the maximum bonus points.

PROPERTIES:

  • classname
  • angle - yaw angle player will face when spawned
  • origin - the exact location where the entity will be placed in the map

EXAMPLE:
{
"angle" "180"
"origin" "3632 -2244 408"
"classname" "info_player_invasion"
}

info_monster_invasion

SIZE: ** This entity has no size, it is just a point, but it should be placed 8 units off the floor so it is easier for monsters to see. Ensure there is plenty of room above and to the sides of this entity to allow for large monsters (i.e. bosses) to spawn. For reference, the largest monster (Jorg) is 160 units wide and 140 units tall.

DESCRIPTION: An invisible, indestructible entity where monsters will spawn after pre-game ends in Invasion mode. Monsters that spawn from this entity will automatically look for and follow navigational points. The style parameter is optional, and forces a particular set of monsters to spawn, overriding any defaults. If style is not set, then the game will decide what to spawn.

PROPERTIES:

  • classname
  • angle - yaw angle monster will face when spawned
  • origin - the exact location where the entity will be placed in the map
  • count - number of frames of invincibility and quad damage monster will spawn with; there are 10 frames per second, so 1 second of quad+invin is 10 frames
  • style - 1=spawn only flying monsters, 2=spawn only easy mode monsters, 3=spawn only hard mode monsters

EXAMPLE:

{  
"angle" "0"  
"origin" "15 -2543 263"  
"classname" "info_monster_invasion"  
"count" "20"  
}

inv_defenderspawn

SIZE: ** This entity has no size, it is just a point, but it should be placed 8 units off the floor so it is easier for monsters to see.

DESCRIPTION: An invisible, indestructible entity where monsters will spawn after pre-game ends in Invasion mode. These monsters will not follow navigational points, but instead can be used to defend a monster base.

PROPERTIES:

  • classname
  • angle - yaw angle monster will face when spawned
  • origin - the exact location where the entity will be placed in the map
  • count - number of frames of invincibility and quad damage monster will spawn with; there are 10 frames per second, so 1 second of quad+invin is 10 frames
  • style - using any non-zero number will tell the spawned monster to stand ground
  • sounds - the monster type (mtype) to spawn (1=gunner, 2=parasite, 3=bitch, 4=brain, 5=medic, 6=tank, 7=mutant, 8=gladiator, 9=berserker, 10=soldier, 11=enforcer/infantry, 12=flyer, 13=floater, 14=hover)

EXAMPLE:
{
"classname" "inv_defenderspawn"
"angle" "180"
"count" "20"
"style" "1"
"sounds" "6"
"origin" "3360 64 -408"
}

navi_monster_invasion

SIZE: ** This entity has no size, it is just a point, but it should be placed 8 units off the floor so it is easier for monsters to see. Like info_monster_invasion, you will want to ensure there is adequate room above and to the sides of the navi so that large monsters can easily navigate navi chains (described below).

DESCRIPTION: An invisible, indestructible entity that monsters will follow to reach the player's base. They are chained together (navi chains) to create paths, where one navi points to another, and so on until the final one is reached (this is determined as the navi that doesn't point to another navi).

PROPERTIES:

  • classname
  • origin - the exact location where the entity will be placed in the map
  • targetname - the name of this navi, used by other navis to point to it
  • target - the name of a different navi; when monsters reach this navi, they will then move to the next navi as defined by "target"; if this value is null, then the monster will assume they have reached their final destination, and will ignore all other navis and stand idle until an enemy is found

EXAMPLE:
** This is an example of 3 navis chained together, with n1 being the start and n3 being the end
{
"origin" "2680 -3433 391"
"targetname" "n1"
"target" "n2"
"classname" "navi_monster_invasion"
}
{
"origin" "2813 -3073 391"
"targetname" "n2"
"target" "n3"
"classname" "navi_monster_invasion"
}
{
"origin" "3542 -3035 391"
"targetname" "n3"
"classname" "navi_monster_invasion"
}