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This is a completely new primer; I hope it makes everything easier. 
I've made a tutorial map, and if you didn't get this txt with it, you should go get the tutorial.zip from the files section of the site right now!

It's a complicated affair to get a good jihad map up and running properly, so I feel it's very important that you use that tutorial map as a guideline.
-K

please note that you must have the most recent Jihad built (at this point 0.1) in order to open and use this map. You can download the file from our site, or wherever you received this one. 
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Ok. so now that you have UED open (you do don't you?) let's get started.
Before you start on your map, let's take a look at mine. Open up Dm_JihadTutorial.unr. You may as well throw this one right into your maps dir, since i doubt anyone will be making a map with that name :) Oh, and if they do, tell 'em to talk to me first hehehe.. ok 

BEFORE CONTINUING: YOU MUST HAVE A STRONG WORKING KNOWLEGE OF UED, ACTORS, MOVING BRUSHES, TRIGGERS, TELEPORTERS, AND TELEPORTER ZONES! This tutorial only tells you how to make a JIHAD map, not how to make a MAP :)

Move your eyeball up above the map area, so you can see the whole map in the 3d view. Looking down, you'll see that I've marked some important areas of the level with numbered floors:

1: Spectator area. In this area you'll see 2 PlayerStarts, 1 Jihad_Teleporter. There are two exits from this room to TeleporterZones.

2: Red and Blue bases. Each of these contains 2 playerStarts and 1 Jihad_Teleporter.

3: Play area. this is just open ground where people fight eachother.

4: JihadZone. This is a standard ZoneInfo with the Tag of TeleporterZone.
   Inside this zone you'll see a moving brush. This is the JIHAD BUTTON which triggers the JihadTrigger actor (which on this map is directly above the room.


Let's start with 1, the spectator area.

PlayerStarts: These are the spawn points for anyone entering the game.
	They must have the TeamNumber of 0, and an OwnerTeam of Yellow.
	OwnerTeam can be found in NavigationPoint, i believe.

1 Jihad_Teleporter: This is only a destination, so the only thing you should 	actually change is its Tag, which as you see, i've labeled SpecArea.

ZoneInfo: IMPORTANT: In the ZoneInfo props, make sure bNeutralZone is TRUE.
	this causes the spec area to be a "no-kill" zone. 

Leaving the spectator area is only possible via the two TeleporterZones connected to it. Obviously you don't have to do your teleporters like this, you could have a pad in the middle of a room or a hole in the ground, or whatever. What IS important is how you set these teleporters.

Look in the red teleporter, and open up the Jihad_Teleporter's props. You'll see the following settings, which NEED to be set the way they are:

-----Jihad_Teleporter AND HOW TO USE IT------

The JihadTeleporter is a VERY Powerfull class. It not only controls where a player goes in the game, but what team they are on, whether or not they keep their score, what inventory they  have when they go through it. This teleporter can be used inside the play area as well as to and from it as needed for the Jihad game. 

Jihad_Teleporter Properties:

bForceTeam //boolean -> do i change player's teamname?
ForceTeam //string -> if bForceTeam true, new teamname goes here.
bGivePistol //boolean -> do i give the player a dispersion pistol?
bRemoveAllInventory //boolean -> do i clear player's inventory including disp. pistol?
bResetScore //boolean -> do i reset player's score to 0?

You must use another JihadTeleporter as a destination URL.

Back to our tutorial map. Opening the red teleporter's Jihad_Teleporter gives you the following settings:

JIHAD_TELEPORTER

bForceTeam: True
ForceTeam: Red
bGivePistol: True
bRemoveAllInventory: False
bResetScore: True

>Explanation of Settings<
	The force team stuff is obvious enough. When the player steps through the teleporter, he's changed to his team of choice and sent to the corresponding base. His skin is changed by the game automatically (something we're a bit proud of :) ...
bGivePistol must be True because spawning on a server, you'll notice you have none.  bRemoveAllInventory: this is False because our player has no inventory to speak of when joining the server, and because we'll strip his inventory on his way back to the spec area if he chooses to come back later.
bResetScore is true on the way in because we want players to be able to keep their score upon leaving the game area. Resetting of score is only important when changing teams, so we strip it when the rejoin the game.

Next, our Jihad_Teleporter has a TELEPORTER -> URL setting of RedBase.
This sends him obviously to the red base.
In this teleporter you'll also see a TeleporterZone. All this actor does is automatically trigger the jihad_teleporter as soon as a player touches anywhere in the zone. this is good for large teleporters where the player could accidentally miss the teleporter actor altogether. To use a teleporterzone, set the teleporterzone -> teleportertag to match the Events->Tag of the teleporter (or jihad_teleporter in our case.)

Once through the teleporter, the player finds herself in the game area, in their base. We reccomend you put a good amount of ammo, weapons, items, etc right into the base area, so that players can spend more time attacking the temple and less time searching for goodies.

Let's take a look at the red base area:
you'll find 2 PlayerStarts and one Jihad_Teleporter. 

The Jihad_Teleporter is only a destination.
Its Events->Tag must match the URL of the red jihad_teleporter near the spec area. (in our tutorial map, this is 'RedBase.' Nothing else should be touched in this actor's properties.

The PlayerStarts have 2 settings you need to change: 
PlayerStart->TeamNumber should be 1 for blue, 2 for red.
NavigationPoint->OwnerTeam should be set to the team color.


3: Play area. this is just representative of the rest of the map where people fight and have all their fraggin fun. 

4: TempleZone.

The center of the Jihad Game, this zone should only cover the immediate vicinty of the jihad trigger. If a player kills someone while defending the jihad trigger, and the victim dies inside this zone, the player gets a +2 frag "defending bonus".. so you should keep this in mind when deciding where the templezone's borders end. In this map, the templezone itself only covers the area directly above the floor with the big '4' on it.

To make a templezone:
1: zone off one area of the map that contains the jihad trigger..
2: add a ZoneInfo actor and change its Events->Tag to TempleZone.
that's it!

JIHAD TRIGGER AND HOW TO SET IT UP

As of build 0.1, the Jihad_Trigger is capable of accepting trigger events from other actors, such as moving brushes (levers, buttons, etc.) But as of 0.1 we're still stuck with a Jihad_Trigger actor that _always_ accepts TT_PlayerProximity ( Touch() ) events as well. What this means is that as of build 0.1, you MUST move your Jihad_Trigger out of the way of any player areas if you want to use a different trigger!


Before anything with the prefix JIHAD will work in your map, you'll need to set the map's default game type. To do this:

Expand Classes->Info->GameInfo->UnrealGameInfo->DeathMatchGameInfo->TeamPlayGameInfo->JihadGameInfo. click on jihadgameinfo once.

Go to Options -> Level Properties (F6) -> LevelInfo. Select DefaultGameType and click USE.

Your map will now default to Jihad whenever you play it.


To put a Jihad_Trigger in your map.
first just put one in your map, near where you want the actual "trigger" to be.
Next, move it out of the player area, so that it won't get triggered by accident


open up the properties of the Jihad_Trigger, and expand Jihad_Trigger.
you'll see the following:

Event0   None
Event1   None
Event2   None
Event3   None


Event0  is triggered when yellow(ie, nobody) takes control. This is the 	setting the game starts at, and returns to when the kill timer runs 	out.

Event1  is triggered when Blue takes control.
Event2  is triggered when Red takes control.
Event3  is unused as of 0.1, but will be used later on (it's a secret!)

Let's look at the map again. You'll see to the left of the jihadzone area, i have two movers set up outside the player area. One is a red brush, the other is a blue brush (you can't see this in the editor, so take my word for it.) I've set Event1 to BlueControl, and Event2 to RedControl.
Now, whenever a blue player triggers the Jihad_trigger, it sends an 'on' trigger to every actor with the tag of BlueControl. If red then triggers the jihad_trigger, it 'untriggers' all BlueControl actors and 'on' triggers all RedControl actors.

For these actors to work (for example the colored blocks in the wall,) they must have an Object->InitialState of "OtherTriggerToggles".
for a moving brush: Keyframe 0 = OFF, keyframe 1 = ON.



To set up a button trigger (like the one in the center of the room,) set the Mover's Events->Event to match the Events->Tag of the Jihad_Trigger.
change the Jihad_Trigger's Object -> InitialState to OtherTriggerTurnsOn.



If you're confused at this point, look at the moving brushes in the map, and also playtest it. Try going in as red and triggering the button, then jump back to the spec area, switch to blue, and trigger it again. you'll see the square on the wall change color as you do so, according to which team you're on. You'll also notice that you can only trigger the Jihad_Trigger once per team (ie, you can't reset the timer unless you're wresting control from the enemy)


That's the basis of the game code.
The only thing i've left out is the Yellow teleporter off to the side.
This is another Jihad_Teleporter, and it sends the player to the jihad_teleporter in the spec area. Its settings must be as follows:

bForceTeam: True
ForceTeam: Yellow
bGivePistol: False
bRemoveAllInventory: True
bResetScore: False

If there's anything i'm missing as far as code, please look through the actors all over the map. Once you get the idea of how they work it shouldn't be too difficult.
And don't be afraid to email me either.. it's all second nature to me cuz i basically designed the workings (eerok did all the coding, he's da man!) but i can seehow it might get confusing just the same. 


MAP DESIGN RULES, TIPS AND ADVICE

1: Team bases must be identical. We don't want people complaining that teams are unfair any more than they already do ;)

 I personally feel that with the ease of switching teams this isn't as important, but we'll see what people come up with in the way of maps, and what people consider 'good' and 'bad' as far as map design is concerned. as everyone knows, it's all up to the players.


Following this same concept, pathways to the temple area should be identical until they meet, or until they reach a common ground. The idea here is that once the two teams' paths are forced to meet, the pathway becomes a common one, and symetry loses some of its importance.


2: Temple area should be a balance of accessability and defensibility. It shouldn't be in the middle of a huge open area, and it shouldn't be hidden away in some cave with one skinny entrance =P


3: NO HEALTH!!!! This was a very important design decision for us. We have a full set of weapons (standard weapons with the prefix Jihad as well as custom weapons) that have random lethality for headshots.
These weapons will reach  build 0.3 or so. This design decision, we feel, will offer faster, more defensive gameplay. people might think twice about running around like maniacs if they know they could die from a single gunshot.
The idea here is that people DIE IN WAR, not get shot 5 times and then pick up a bandaid and feel all better. If you get injured, you get injured! and no amount of fruit or band-aids is gonna cure a bullet hole in your face! 
Armor is acceptable. Armor is realistic. it keeps you from getting injured. 

4: NO ULTRA SECRET AREAS THAT YOU CAN'T FIND WITHOUT BEING TOLD WHERE IT IS!

5: FRAME RATE!!!!

6: FRAME RATE!!!!!

7: yep, frame rate again!

8: I RESERVE THE RIGHT TO ASK YOU TO MAKE CHANGES IN YOUR MAP FOR INCLUSION INTO 'OFFICIAL' JIHAD MAP PACKS!


I think that covers everything, but if not, feel free to email me and i'll put it in. 

Happy Mapping, and cya on the battlefield.
KnIVeS

knives@desecration.org

