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Forum: All Forums : Call of Duty: World at War
Category: CoDWW MP Mapping
CoD: World at War Multiplayer mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Custom Zombie Blockers Tutorial
starkk
General Member
Since: Aug 8, 2008
Posts: 216
Last: Apr 5, 2012
[view latest posts]
Level 4
Category: CoDWW MP Mapping
Posted: Sunday, Nov. 30, 2008 04:47 am
1. First make what you want to be the blocker. In my case I want it to be a door so I made several pieces of the door and this will be the part where the zombies hit off and you rebuild.



2. Set each piece to be a script_brushmodel.
While having a piece selected right click on the radiant grid and go to script -> brushmodel. Do this for each piece.
While having all the pieces selected hit N (entity editor) and set these keys/values

key: targetname
value: auto1
key: spawnflags
value: 0



3. After that make two script_structs facing the same way.
In the grid right click script -> struct. Put one right under your your breakable area and one behind it about 30 units

such as I show in this image.



Select the first script_struct (not the one under the breakable area) and put these keys/values in entity editor (n).

key: targetname
value: exterior_goal
key: target
value: auto1

Blue lines should appear from the script_struct to the breakable pieces like in this image.



4. Select the script_struct under the breakable area and put these key/values.

This k/v changes depending on how big your breakable area . Here are the defaults
key: height
value: 64
key: radius
value: 36

key: targetname
value: auto1

You should see something like in this image.



Now that we have done that you should see blue lines running from the script_struct NOT to each of the breakable brushes and a red line running from the script_struct not under the breakable area to the one under the breakable area.

5. Now last we have to add the Monster clip that prevents monsters from going through the breakable area when it is
fully built ingame.

Make a brush that is filling in the entire area with the breakable brushes. Sometimes it is easier to just select all

the breakable brushs and copy them (it is smart to delete all the keys and values that carried over from the

breakable brushes when you copied them).

After you have made the area while having the brush selected right click on grid and do script -> brushmodel. After

this go to the top menu and click on textures -> usage -> tools.
Find Mon. This brush prevents monsters (ai) from going through it.



Then add these keys/values to the mon brush.

Key: targetname
value: auto1
key: spawnflags
value: 1

6. Lastly put the mon brush over the breakable area like in this image.



Now you should have a blue line going from the script_struct not under the breakable area to the MON brush.


So before I submit this to the tutorial section can someone makes sure it 100% works? I did it very quickly so I might have a couple things off. I will check soon. I did not explain how to get zombies to go to this area because it is done the same way as in the zombie tutorial in the treyarch modding wiki.

Also sorry for images being small..ill make them a bit bigger if people want.


edited on Nov. 29, 2008 11:49 pm by starkk

edited on Nov. 29, 2008 11:50 pm by starkk
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starkk
General Member
Since: Aug 8, 2008
Posts: 216
Last: Apr 5, 2012
[view latest posts]
Level 4
Category: CoDWW MP Mapping
Posted: Sunday, Nov. 30, 2008 05:11 am
Forgot to say this but you will want to do this in a NEW MAP. Then save it and then in your map you wanna put it open it as a prefab

right click on gird misc -> prefab
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starkk
General Member
Since: Aug 8, 2008
Posts: 216
Last: Apr 5, 2012
[view latest posts]
Level 4
Category: CoDWW MP Mapping
Posted: Sunday, Nov. 30, 2008 05:54 am
also if you cant get the blue lines to appear from the script structs to the breakable brushes and you have done all the keys and values correctly then try selecting the script_struct and one of the pieces and hit w.
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Drop_Deadx
General Member
Since: Jul 1, 2008
Posts: 212
Last: Jul 6, 2009
[view latest posts]
Level 4
Category: CoDWW MP Mapping
Posted: Sunday, Nov. 30, 2008 06:15 am
Great Job! Works Great! [thumbs_up]
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-DoT-Demon
General Member
Since: Nov 20, 2008
Posts: 130
Last: Jan 13, 2009
[view latest posts]
Level 4
Category: CoDWW MP Mapping
Posted: Sunday, Nov. 30, 2008 10:31 am
nice one. i'll test it soon.
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PsycoFalc
General Member
Since: Jan 27, 2008
Posts: 42
Last: Jan 15, 2009
[view latest posts]
Level 2
Category: CoDWW MP Mapping
Posted: Sunday, Nov. 30, 2008 11:56 am
Nice tut this si sure to come in handy[biggrin] thanks again
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jeannotvb
General Member
Since: Dec 8, 2007
Posts: 620
Last: Feb 1, 2010
[view latest posts]
Level 6
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Sunday, Nov. 30, 2008 12:38 pm
And post your prefabs in my topic about custom breakable barriers! :p
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