Call of duty bo3: ZM Debris: Difference between revisions

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(Created page with "This tutorial shows how to create simple or advanced Buyable Debris Barrier with Sounds / FXs, all in Radiant, no scripting involved. == How it works == * The debris must at...")
 
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* 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)
* 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)


[[File:debris1.jpg]]
[[File:debris1.jpg|400px]]


* The script_model(s) will contain most of the options for the final effect; here are the KVPs available:
* The script_model(s) will contain most of the options for the final effect; here are the KVPs available:
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* Next create a brush with CLIP texture to block the door / area from player + zombies:
* Next create a brush with CLIP texture to block the door / area from player + zombies:


[[File:debris2.jpg]]
[[File:debris2.jpg|400px]]


* Now drop a Trigger_use on top of the blocker model, making sure that it protrude enough for player to get the Trigger Hint:
* Now drop a Trigger_use on top of the blocker model, making sure that it protrude enough for player to get the Trigger Hint:


[[File:debris3.jpg]]
[[File:debris3.jpg|400px]]


* The trigger needs a few KVPs to work, they are as follow:
* The trigger needs a few KVPs to work, they are as follow:
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* 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.
* 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.


[[File:debris4.jpg]]
[[File:debris4.jpg|400px]]


* Finally you need to connect a number of things for the setup to work:
* Finally you need to connect a number of things for the setup to work:
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<videoflash>XbUyOPzAwLs</videoflash>
<videoflash>XbUyOPzAwLs</videoflash>
--[[User:Zeroy|Zeroy]] ([[User talk:Zeroy|talk]]) 02:26, 20 October 2016 (UTC)

Revision as of 05:26, 20 October 2016

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

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)
  • 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)

  • 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

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

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

  • 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.

  • Finally you need to connect a number of things for the setup to work:
Connect/Link the Trigger to the script_model(s)
Connect the script_brushtmodel 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 like this:

<videoflash>XbUyOPzAwLs</videoflash>


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