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CS2 Surf Mapping
Liam edited this page Jan 9, 2024
·
6 revisions
When porting/making maps, you can use trigger_multiples
to mark out zones the timer should hook into. To ensure maps function correctly with the timer, please follow these standards when naming the triggers:
-
map_start
(AND/OR(s)tage1_start
) - Start zone of map (AND/OR start zone of stage 1) -
map_(c)heck(p)ointX
- Checkpoint X of map -
map_end
- End zone of map -
(s)tageX_start
- Start zone of stage X -
(b)onusX_start
- Start zone of bonus X -
(b)onusX_(c)heck(p)ointY
- Checkpoint Y of bonus X -
(b)onusX_end
- End zone of bonus X
Brackets indicate shorthand. For example: s4_start
, b2_end
, map_cp1
, b2_cp3
-
(s)urf(t)imer_stop
- Stop the player's timer if touched. Useful to invalidate the timer in case of potential exploits/skips. -
(s)urf(t)imer_reset
- Stop the player's timer and send them back to the start zone if touched. Useful to block off areas/skips from access.
Brackets indicate shorthand. For example: st_stop
, st_reset
The timer uses info_teleport_destination
to identify what angle a player should be facing when they use any command to teleport to a specific zone. (Eg: /r
, /rs
, /stage
, etc)
To ensure intended functionality when these commands are used, follow these guidelines:
- You can place the
info_teleport_destination
inside the start zone trigger for whatever zone it is used for. The timer will automatically associate it with the start zone it is inside. We recommend doing this where possible. - If you cannot place it inside the intended start zone trigger, ensure the
info_teleport_destination
is named asspawn_[zone_name_here]
to associate it with the intended zone. For example, if you have a start zone calledmap_start
, theinfo_teleport_destination
should be namedspawn_map_start
for the timer to use it. - Make sure your
info_teleport_destination
is facing the intended direction you want players facing when they spawn.