Squad Showdown - A VScript Battleroyale gamemode

Squad Showdown - A VScript Battleroyale gamemode 1.0.0

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Squad Showdown - A VScript Battleroyale gamemode 1.0.0

A fully fledged squad based Battleroyale gamemode

This is the dev package for making maps for Squad Showdown! A squad based Battleroyale gamemode!
Players are randomly put into teams of the same class without weapons, and fight until one team remains!

This gamemode features:​

  • Everyone has the same health and speed
  • Crates that players can find that contains weapons, mannpowers, money, health and ammo!
  • A 5-tier weapon system, with randomized attributes, the higher the tier the more powerful those attributes are
  • Crates dropping from the sky every now and then
  • A revive system, dying is not the end! Your team can still bring you back into the fight, for a fee
  • No medic! But everyone can heal each other!
  • A dome shrinking periodically, avoiding stalling matches
  • Custom particles
  • Custom upgrades tailored for this gamemode
  • Vehicles
  • a Highly customizable config file!

Example map using this script:​

Tikal

How to setup the map (quick guide)​

Open br_example.vmf, you should see a func_instance of instances/br_logic.vmf next to the main map.
Make sure the Entity Name Fix Up field must be set to None!

1719851662692.png


Select the func_istance and paste it into your map.
Now the script will run into your map!

////////////////// The spawns:

Use the example for reference.

The targetname for an info_player_teamspawn is br_spawn_X (X is a number going from 1 to 16)
There are 16 possible team starting positions. Each starting position should support at least 5 spawns for a team. (Team collision is enabled)
So that means there are 80 spawn entities for BR. The script will delete them automatically once they have been used.
These 16 starting positions should form a circle. (Doesn't have to be a perfect circle)
Make sure the numbers of the starting team spawns follow each other (Think of a clock) because the script will try and spawn the teams as far away as possible.

You also need regular unnamed info_player_teamspawn around the map for RED and BLU, these are used during Setup time.

////////////////// The crates:

To mark a prop_dynamic as crate for unbox, it needs to have the entity script "battleroyale/battleroyale_crate.nut"
From there, it will replace the prop with a crate from battleroyale/config/crates.nut
You can force a specific crate by using the input "RunScriptCode" and then the parameter "SetCrate(index)".
Remember, arrays start at 0. For example SetCrate(0) would force set a Free Crate to the target entity.

The radius of the average battle royale map is 8000 HU (diameter of 16000 HU) Doesn't mean you cannot make a bigger nor smaller map
This size should contain around 250 crates. (You might think it's a lot but many of them require credits to unlock)
Add more crates if bigger map.

////////////////// The revive station:

Like for the crate, it's a prop_dynamic that uses the script "battleroyale/battleroyale_revive.nut"
Altho it will try to find the best spot for the revived player, make sure there's enough space around it.

////////////////// The config:

Code:
battleroyale\config
Everything concerning dome size, loot chances and general gameplay and more is in that folder, feel free to customize it to your liking for your map.
You can even add custom weapons!

To change the dome's starting size and center, please look into
Code:
battleroyale\config\general.nut
Optionally, you can set the start center of the dome with an info_target named "br_center_point"

default_config exists in case you wanna rollback to defaults. It has no effect on the map

////////////////// Vehicles:

prop_vehicle_driveable are available if you have a compatible model and vehicle script. Just insert "battleroyale/battleroyale_vehicle.nut" into the VScript field.
Airboats need to have a spawnflags field which has value of 8 (SmartEdit will need to be turned off to add that field) in order to float. They must also be prop_vehicle_driveable with the airboat vehicle script.

The Jeep and Airboat also needs a soundscript, it is included inside maps

////////////////// The compile and packing:

!!!Make sure you are using at least Compilepal 28.3 for this!!!

2 files must be packed within the map, so make sure they're in:
maps/br_example_particles.txt - The particle manifest, rename it to your map name. If you see a particle when unboxing then it's in.
scripts/items/mvm_upgrades_br.txt - A custom MVM upgrade file, should be compiled automatically

The dome and soldier's viewmodel will pack automatically.
If you are using custom crates, make sure they're in as well. Compilepal doesn't detect them from within the config file.




Thanks to Yaki for his weapon library and thanks to Ficool2 for his help on the glow and vehicles.
License
Credit is required. Permission to modify optional.
Author
Alex Turtle
Downloads
137
Views
525
First release
Last update
Category
VScript

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