Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 35 Guests
Online:

LATEST FORUM THREADS

»
CoD: Battle Royale
CoD+UO Map + Mod Releases
Damaged .pk3's
CoD Mapping
heli to attack ai
CoD4 SP Mapping

Tutorials

»
Custom Blockers Tutorial
Versions: You must be logged in to view history.
In this tutorial I will explain how to make custom blockers that zombies must destroy and pass through.

In this tutorial I explain how to make custom blockers. These are the blockers that zombies must destroy before entering a room or area. An example of one treyarch uses is the window planks the zombies knock down.

1. First start a new map, (file -> new map) and 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.

Photobucket

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

Photobucket


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.

Photobucket

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.
If blue lines have not appeared from the script_structs to each piece of breakable area then try clicking on the script_struct (not the one under the breakable area) and one of the pieces of breakable and hit w. For some reason that seems to trigger it even if you do have those keys and values put in.

Photobucket

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.

Photobucket

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.

Photobucket

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.

If you have made this blocker in a new map save the map as a prefab. File -> Save As then save it in the folder zombiemode (map_source -> _prefabs -> Zombiemode). Then when you are putting this blocker into your map open it as any other prefab. (right click on radiant grid misc -> prefab).

Photobucket

Starkk

Website link: 

Any questions email: starkk@quantifigonstudios.com

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»