There have been many significant new additions to the entity set for Beta5. The following is a list of new features and how to implement them. All Beta4 entities are still supported and their functionality has not been changed. If you add the new Beta5 entities they will be used instead of the Beta4 entities you had in the map before.
The classical method for determining hostage rescue zones is to check to see if a player is within a set distance from an info_hostage_rescue entity, or one of his team’s spawn points. There is now another new brush entity called func_hostage_rescue that gives the level designer more control over where players can rescue hostages. If a map does not have any func_hostage_rescue entities, the classical method is used instead (so that old maps will still work the same way). However, placing one or more func_hostage_rescue entities in a map causes the game to ignore both spawn points and info_hostage_rescue entities. info_hostage_rescue entities should be deleted if func_hostage_rescue entities are added.
Properties: Targetname of entity to trigger when a hostage is rescued
The classical method for determining buy zones is to check to see if a player is within a set distance from one of his team’s spawn points. There is now another new brush entity called func_buyzone that gives the level designer more control over where players can purchase items. If a map does not have any func_buyzone entities, the classical method is used to determine buy zones. Be aware that it is now possible to place spawn points outside of buy zones. This can be undesirable under many circumstances (ex. when the freeze period is long), so care should be taken to insure that spawn points are placed within buy zones.
Properties: Team (Can be set to Counter-terrorist, Terrorist or All teams)
The number of players that can join a team is now determined by the number of spawn points for the team. For example: If you only have 5 CT start points in your map only 5 CTs could join the CT team. This was done to prevent players from spawning into teammates if there weren’t enough spawn points in a map. The suggested maximum players for a server is still 20. It is very important that you include at least 10 spawn points per team or some players may be able to join a server but not be able to join a team.
There is a new func_bomb_target brush entity to replace the existing info_bomb_target point entity. func_bomb_target is used to define regions that a player must be touching to place the bomb. (Be aware that the bomb itself can still end up outside one of these regions.) If there are both func_bomb_target and info_bomb_target entities in a map, the info_bomb_target entities will be ignored. Old maps will still work because they only use info_bomb_target entities. We have also added the ability to target events when a bombing is successful.
Be careful not to have cracks the bombs can be dropped into in the bomb target zones.
Properties: Targetname of entity to trigger when the bombing is successful
Player Height. The player view point has been lowered from the standard Half-Life height to line up with the eye level of Counter-Strike models. The view height while ducking has not been changed. You should be aware that a lower view point will make your map look a bit different to the player.
Team Selection. Players can now choose which team they will play on immediately when they join a game.
Auto Hostage Rescue. You no longer need to press a hostage rescue key to rescue hostages. Instead the hostages are automatically rescued when you enter a valid hostage rescue area. This feature is in the 4.1 patch and is also included in Beta5.
Hostage Rescue Zone Icon. When you are running around a level an icon is displayed when you are in a Hostage Rescue Zone. The icon is a capital R with a circle around it.
Buy Zone Icon: When you are running around a level an icon is displayed when you are in a Buy Zone for your team. The icon is a shopping cart.
Intro Camera. When a player first joins a map they will view the world from all available trigger_camera entities. The standard server rotation time between cameras is 6 seconds. You do not need to allow the players to have in-game access to the cameras. If no trigger_cameras are found in a level the intro text and team selection will happen over a black background.
Intro Text. This text message is displayed at the start of a map. The text file should follow the format of released Counter Strike B5 maps. Important information such as the number of hostages, number of bomb targets and a brief description of the scenario should be included in this text file. The info text file should be named the same as your bsp with the extension txt added instead. (This is the same as TFC info text files). The text files must be very small as they have to be displayed on 320×240 screens. If the text files are too big they will be clipped so please check them in the game.