Call of duty bo3: ZM Debris

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This tutorial shows how to create simple or advanced Buyable Debris Barrier with Sounds / FXs, all in Radiant, no scripting involved.

Demo:

How it works

  • The debris must at least contain:
1 x Script_model item (the object blocking the way)
1 x Script_brushmodel Clip (to block the way)
1 x Trigger_use (to buy / activate the debris barrier)
  • The general Targetting idea is this:
The trigger targets the scriptmodel which in turns targets a script_struct
The script_brushmodel targets the script_model


  • A stock script (zm_blockers.gsc) handles all the moving, sounds and FXs

In Radiant

  • The example .map for this tutorial is available HERE
  • First place a model(s) to block the way of door / area and make this misc_model a script_model (best way to do this is to add "script_model" to your favorite - right click menu)

Debris1.jpg

  • The script_model(s) will contain most of the options for the final effect; here are the KVPs available:
script_firefx            : set to "poltergeist" (default) - This is the fx that will play on move, dont add if you dont want any
script_fxid              : set to "poltergeist" (default) - This is the fx that will play on final delete of the model, dont add if you dont want any 
script_noteworthy        : set to "jiggle" if you want the model to jiggle a bit before the move
script_transition_time   : this is the time for the move, can be used to create staggered move effect if more than one script_model - "2" is a good place to start from

  • Next create a brush with CLIP texture to block the door / area from player + zombies:

Debris2.jpg

  • Change this brush into a script_brushmodel
  • Now drop a Trigger_use on top of the blocker model, making sure that it protrude enough for player to get the Trigger Hint:

Debris3.jpg

  • The trigger needs a few KVPs to work, they are as follow:
targetname == zombie_debris
zombie_cost == Cost of the debris - optional
script_flag == This should be set to zone the debris is opening up (example: "enter_second_zone") - optional
  • Next drop a script_struct, this will be the end point for the debris to dissapear. You can either put it way high or put it visible to the player, like in the demo provided.

Debris4.jpg

  • Finally you need to connect a number of things for the setup to work:
Connect/Link the Trigger to the script_model(s) : this must be done in pairs, trigger + script_model, then next one, etc..
Connect the script_brushmodel to the script_model(s)
Connect the script_model(s) to the script_struct (can be one for each debris model)
Tip: You can save the setup as a prefab if you want to re-use it
  • Save and compile your map, the debris barrier should work!

Here is a more advanced debris barrier, same technique just more script_models, script_struct for each and timings


--Zeroy (talk) 02:26, 20 October 2016 (UTC)