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Difference between revisions of "Zombie Spawning Setup"
Brentonator (Talk | contribs) (→Navigation Mesh Setup) |
Brentonator (Talk | contribs) (→Spawn Brush Setup) |
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Depending on your type of map, you will need to setup the func_zombie_spawn brushes a certain way... | Depending on your type of map, you will need to setup the func_zombie_spawn brushes a certain way... | ||
− | ==Objective Map Setup== | + | :==Objective Map Setup== |
− | Set up one spawn brush per room or hallway, and try to split larger outdoor zones into multiple smaller zones. | + | :Set up one spawn brush per room or hallway, and try to split larger outdoor zones into multiple smaller zones. |
− | + | : | |
− | The func_zombie_spawn brushes will automatically fill with zombies the closer the players get to them. If you think there are too many or too few zombies in a specific spawn brush, set the spawn_density to a value between .1 and 10. "10" is 10x normal zombies. ".1" is 10% normal zombies. | + | :The func_zombie_spawn brushes will automatically fill with zombies the closer the players get to them. If you think there are too many or too few zombies in a specific spawn brush, set the spawn_density to a value between .1 and 10. "10" is 10x normal zombies. ".1" is 10% normal zombies. |
− | + | : | |
− | Auto-regeneration occurs over time, and by default zones are set to auto-regenerate to 60% of their maximum zombies no matter how many zombies are killed. If you would like a zone to deactivate after it's last zombie is killed set spawn_regen_target to 0. | + | :Auto-regeneration occurs over time, and by default zones are set to auto-regenerate to 60% of their maximum zombies no matter how many zombies are killed. If you would like a zone to deactivate after it's last zombie is killed set spawn_regen_target to 0. |
− | + | : | |
− | ==Survival (Wave Based) Map Setup== | + | :==Survival (Wave Based) Map Setup== |
− | Set up func_zombie_spawn brushes around the perimeter of your map where the zombies should come from. The func_zombie_spawn entities should have their Disable Self Thinking spawn flag checked. | + | :Set up func_zombie_spawn brushes around the perimeter of your map where the zombies should come from. The func_zombie_spawn entities should have their Disable Self Thinking spawn flag checked. |
=Navigation Mesh Setup= | =Navigation Mesh Setup= |
Revision as of 20:17, 4 September 2012
Spawn Brush Setup
In order for zombie spawning to work in your map, you need to place an overlord_zombie_helper entity anywhere in your map. This entity is responsible for handling the spawning of any zombies in the game. You also need to place func_zombie_spawn brushes throughout your map where you want zombies to be able to spawn.
Depending on your type of map, you will need to setup the func_zombie_spawn brushes a certain way...
- ==Objective Map Setup==
- Set up one spawn brush per room or hallway, and try to split larger outdoor zones into multiple smaller zones.
- The func_zombie_spawn brushes will automatically fill with zombies the closer the players get to them. If you think there are too many or too few zombies in a specific spawn brush, set the spawn_density to a value between .1 and 10. "10" is 10x normal zombies. ".1" is 10% normal zombies.
- Auto-regeneration occurs over time, and by default zones are set to auto-regenerate to 60% of their maximum zombies no matter how many zombies are killed. If you would like a zone to deactivate after it's last zombie is killed set spawn_regen_target to 0.
- ==Survival (Wave Based) Map Setup==
- Set up func_zombie_spawn brushes around the perimeter of your map where the zombies should come from. The func_zombie_spawn entities should have their Disable Self Thinking spawn flag checked.
Required for both Objective & Survival maps.
Once you have set up your Spawn Brushes, you will need to setup the Zombie navigation. Navigation is now controlled with nav meshes; this means you must create a .nav file in order for the func_zombie_spawn brushes to activate properly
To create a .nav you must
- Start NMRiH up and load your map as a local server (highly recommended that you compile the newest version of your map for this purpose)
- Type sv_cheats 0 into the console (` to open console) and hit enter
- Type sv_idle_autokick_enabled 0 into console and hit enter
- Type nav_generate into console and hit enter
Depending on how big and complex the map is, the process will take a few minutes to a few hours.