Call of Duty 5: Custom Nazi Zombie Maps: Difference between revisions
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Revision as of 03:53, 24 November 2008
This is a stub for an article about how to create custom "Nazi Zombie" maps.
Overview
First and foremost, for your custom Nazi Zombies maps to work properly with the utility scripts, you will have to name your map with the prefix nazi_zombie_, For example, nazi_zombie_paris or nazi_zombie_chicago. Otherwise you will run into script errors and need to edit + include utilities into your Fastfile like _loadout.gsc
With that said, the following walk-through assumes you have already made the geometry for your level and are looking to implement Nazi Zombie Mode.
Implementation
Players
Add in an info_player_start found in the right click menu under the info sub menu. You'll need just one, but you'll have to add in four (4) script_structs to support four players. Place these anywhere you wish in your map and give them the KVP:
"targetname" "initial_spawn_points"
Normally you would then have to script a function to move the players around to each but the zombie mode utility already takes care of that for you if you use the above targetname.
Nodes
Your map will need nodes placed based on where you want the Zombies to walk. For an explanation of nodes and how to place them, please see the Navigation Overview page.
For Zombie Mode you will more than likely only need path nodes since Zombies won't be using action/cover nodes.
Boards
The boards Zombies rip through can easily be placed in your map use the prefab: _prefabs\zombiemode\window_med.map
The direction of the angle on the prefab is the direction the Zombie will approach it and break through.
Traversals
Ideally, if you have Zombies breaking through windows, they will need to make their way through the window. This requires placing in negotiation nodes with a traverse animation, but these are already done for you in the form of prefabs. The one you will need is: _prefabs/traverse/wall_hop.map
For better positioning of the prefab, use the traverse brush in the prefab as a guide. The brush represents the lower end of the wall so you can match it up to the geometry in your map so the AI plays the wall hop animation nicely onto your geo.
As with the window barriers, the direction of the angle on the prefab is the direction the Zombies will wall hop through.
Zombies
For placing zombies, right cick in the ortographic view and use Actors> Axis> Zombie_ger_ber_sshonor. While you have the spawner selected, press N (by default) to open the entity window to give the zombie some KVPs
"script_noteworthy" "zombie_spawner" "count" "9999" "script_forcespawn" "1" "targetname" "zombie_spawner_init" "spawnflags" "3"
Cameras
This isn't required but if you want a camera view pan at the end of the match add in two script_structs to your map. Make the first struct target the second one, the start and end points for the camera view respectively.
For the start point struct, you will need to give it two KVPs
"targetname" "intermission" "speed" "20"
20 is a good number and the one used for the stock zombie map, feel free to tweak it.
You can repeat the process for a separate camera path so the game will cycle randomly through various camera paths during the end of the game.
Blockers
Blockers are the buyable furniture/door/etc.. in the map. These aren't prefabbed because they aren't always the same for how you set them up.
Model
Start off by making a script_model, and assigning any model you want to block the path. Then you'll need to give it some KVPs.
Required:
"script_linkTo" "" "spawnflags" "1" "targetname" ""
Optional:
"script_firefx" "poltergeist" "script_fxid" "large_ceiling_dust" "script_noteworthy" "jiggle"
script_linkTo and targetname are left blank up above because it will be different for each furniture piece (hence a reason why there are no prefabs). They will be referenced on the next few lines on how to properly set them up.
Move Location
You'll need to make a script_struct on where you want the blocker to move when triggered. You'll have to give a KVP:
"script_linkName" ""
The script_linkName should match up to the number as the script_linkTo on the blocker. You'll see a red line connected from the blocker to the struct when both are entered.
Buy Triggers
You'll then need to make triggers for players to buy the blocker, depending on how your map is laid out, you typically need to make two trigger_uses on both sides (in case the players unlock a different part of the map and come from the other side, depends on your map). Any triggers you want to use for that particular blocker will need a few KVPs:
"targetname" "zombie_debris" "zombie_cost" "" "target" ""
zombie_debris is being used for this tut because it is generic and easier to set up, there is also doors which require abit more KVPs, you can check out _zombiemode_blockers.gsc for more info.
The target should match up to the targetname on the blocker. Once the triggers are set, you should see red lines connecting to the blocker.
zombie_cost you can define on your own for how much money is required. These are the defined values (if you want a different price, you'll have to edit a string into the the zombie.str in raw\english\localizedstrings):
100 | 200 | 250 | 500 | 750 | 1000 | 1250 | 1500 | 1750 | 2000 |
Adding More Zombie Spawners
You can add more zombie spawn locations when the player buys something by simply having the blocker target the spawner(s) in Radiant. It is not necessary/required.
Those spawners should not get the targetname zombie_spawner_init otherwise that blocker will target everyone. You can give the new zombie spawners diffferent targetnames of your choice, just don't name them zombie_spawner_init.
Wall Weapons
Wall weapons are like blockers in that they are unique, so they are no set prefabs for them.
Treasure Chest
The treasure chest is a prefab that you can easily through into your map, it is: _prefabs\zombiemode\treasure_chest.map
Weapon Cabinet
The weapon cabinet is a prefab that you can easily through into your map, it is: _prefabs\zombiemode\weapon_cabinet.map
Script
Zone Source
Sources: Treyarch's Wiki