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Topic: Starting out and Spawning |
IWRevolver |
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General Member Since: Jul 11, 2007 Posts: 191 Last: Oct 1, 2012 [view latest posts] |
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techno2sl |
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General Member Since: Aug 5, 2004 Posts: 2977 Last: Oct 14, 2010 [view latest posts] |
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IWRevolver |
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General Member Since: Jul 11, 2007 Posts: 191 Last: Oct 1, 2012 [view latest posts] |
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Category: CoDWW SP Mapping Posted: Tuesday, Jun. 8, 2010 08:03 am |
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techno2sl |
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General Member Since: Aug 5, 2004 Posts: 2977 Last: Oct 14, 2010 [view latest posts] |
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Category: CoDWW SP Mapping Posted: Tuesday, Jun. 8, 2010 08:46 am |
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Yup your doing something wrong.
The game is constantly running a trace of what the player can see, if he can see a spawner that spawner can not spawn. So place a wall down and stick the trigger behind it.
You should get errors in the console while playing in developer like "Player can see AI spawner at X,Y,Z".
You can also use a key/value pair in the Entity window on the AI:
script_stalingradspawn
1
This force spawns the AI... but that's not a good idea as it breaks the 'realism'.
So go with the wall, remember this when spawning AI. This is where level design really comes into play, spawning enemies out of sight, often having them run into the level etc.
As a nice test, place down a cover node, any kind near a path node and join the Spawner TO the cover node.
This forces the AI spawning to move to that node. You can then place a count kvp on the spawner to tell him to spawn more than once:
count
10
So he can spawn a maximum of 10 times. Now he'll spawn every time you hit a trigger multiple. But that sucks, let's make him reinforce himself instead:
(on the trigger)
targetname
flood_and_secure
Now when he dies he'll spawn again to reinforce his old position. But let's say the player has taken an objective and this guy is still spawning.
Place a trigger where the player has to be in order to stop the spawner.
Make this any trigger that you like (that the level requires). And select the trigger then the spawner, hit shift+g and click script_killspawner.
This assigns a killspawner value unique to this AI and trigger. (you can use multiple AI with it).
Now whenever you hit the firs trigger the guy will spawn and die 10 times OR if you hit your second trigger and active it he will stop spawning.
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IWRevolver |
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General Member Since: Jul 11, 2007 Posts: 191 Last: Oct 1, 2012 [view latest posts] |
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techno2sl |
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General Member Since: Aug 5, 2004 Posts: 2977 Last: Oct 14, 2010 [view latest posts] |
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IWRevolver |
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General Member Since: Jul 11, 2007 Posts: 191 Last: Oct 1, 2012 [view latest posts] |
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Category: CoDWW SP Mapping Posted: Tuesday, Jun. 8, 2010 04:13 pm |
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so the trigger should be far away from the AI? i thought the trigger and AI should be together - with "W" and the player start should be far away? and even with a wall in between the trigger and the AI..still no spawn, aslo i cannot bring down the console once in game after the compile- sorry idk why im having so much trouble with this
my gsc in raw/maps looks like this
main()
{
maps\_load::main();
}
my csv file looks like this and is located in the zone_source
ignore,code_post_gfx
ignore,common
col_map_sp,maps/testcher.d3dbsp
rawfile,maps/testcher.gsc
rawfile,maps/testcher_anim.gsc
rawfile,maps/testcher_amb.gsc
rawfile,maps/testcher_fx.gsc
sound,common,testcher,all_sp
sound,generic,testcher,all_sp
sound,voiceovers,testcher,all_sp
sound,requests,testcher,all_sp
weapon,sp/m1garand
weapon,sp/colt
weapon,sp/fraggrenade
weapon,sp/m8_white_smoke
xmodel,viewmodel_usa_marine_arms
xmodel,viewmodel_usa_marine_player
include,common_player_us |
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techno2sl |
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General Member Since: Aug 5, 2004 Posts: 2977 Last: Oct 14, 2010 [view latest posts] |
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IWRevolver |
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General Member Since: Jul 11, 2007 Posts: 191 Last: Oct 1, 2012 [view latest posts] |
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techno2sl |
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General Member Since: Aug 5, 2004 Posts: 2977 Last: Oct 14, 2010 [view latest posts] |
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