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CS2 Surf Mapping
Liam edited this page Dec 16, 2023
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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_checkpointY
- 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:
- Make sure your
info_teleport_destination
is inside the zone trigger for whatever zone it is used for. Otherwise, the timer will simply ignore it. - Make sure your
info_teleport_destination
is facing the intended direction you want players facing when they spawn.