The following entities are not required for the game to function but you may find them useful depending on what you are making: "OnActivated" fires when a player plants the bomb (could be used to open up an escape route), "OnVehicleLeave" fires when a predetermined time (set by you in the keyvalues) is left on the bomb timer, this can be used for example to make your escape "func_tracktrain" leave with 20 seconds to go, and "OnDetonated" fires when the timer reaches zero and can be used to enable a "trigger_hurt" and an "env_shake" to kill players and AI that are not in the designated escape area (thus determining the win/lose scenario). (green lines connecting nodes indicate AI can travel between the two correctly - they also make up a node "web" that is used in the spawning algorithm)īomb_plantarea - This is where players plant the bomb, there needs to be at least one of these, more can be added if you want different paths through the map, a bomb site is selected randomly at the start of each round and the "OnSelected" output (fired from the bombsite that is selected) event can be used to close off different areas of the map (close/lock doors etc.) to give you varied play-throughs. *note about node placement - You will want to make sure your nodes are connected up and spaced correctly (particularly between areas and obstacles - don't underestimate the value of info_node_hint) otherwise the zombie spawn system may not function as expected, in engine run "ai_nodes" and "ai_show_connect 1" in console and you will see something like this: Keyvalues you will need to set "hint" to "Entrance / Exit Pinch". Info_node_hint - This can be very useful for AI navigation (both bots and zombies) when thereĪre tight spaces to navigate through (such as doorways, or between obstacles), in the If you do not want zombies to spawn in a particular walkable area, use the "spawn_controlarea" entity to prevent spawning (don't be tempted not to place any nodes there as this will cause issues with navigation). These are for both bots and zombies to navigate and used as zombies spawn locations. Info_node - This is the AI navigation and spawn entity, these need to placed throughout the walkable space in your map (not too close to walls or other objects). Info_player_deathmatch - This is the player spawn entity at least 5 of these need to be in you level in close proximity to one-another (5 because there a maximum of 5 players). The following entities are required in order for a cure level to function correctly: In cure the zombie spawn system is handled by the game automatically (similar to the AI director in left 4 dead) so you do not need to work out complex spawn systems, you simply need certain entities (primarily "info_nodes") in place to allow the system to do its thing.Īt time of writing there is currently only one game mode in cure, this is "Bomb Escape" as such maps for this game mode should be prefixed with "cbe_" so the game can determine which game rules to enforce, your map name should therefore look like this: "cbe_youmapname". The part I was referring to on the page is the talk about entities, like info_player_deathmatch and bomb_placeable, among others. That guide itself is obsolete since it's a full steam title now instead of a sourcemod. If you followed the "setting up hammer in SDK" part, that wasn't what I was referring to. I was wondering if you could help me or tell me where I went wrong with this tutorial. However, upon following this tutorial every entity within my level has turned into "Obsolete" and theres no entities for me to choose from at all. On furthur inspection, I tried to follow this tutorial, and I wanted to use the correct preset of hammer editor that is optimized for mapping for Codename CURE. Publicado originalmente por Qwazzy:You need five info_player_deathmatch entities, those are the spawn points for the players in this game.įor help on the few game-specific entities, refer to this guide.
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