OliPro007 16. Mai 2013 um 16:23 Uhr
Creating a gauntlet event
I'm new to map making and for my first [short and not too complex] map I want to do some type of arena were when you pass the door the game will send infected in as a wave and drop down from above the walls. I succeded most of it but now I want to make it a bit more interesting: I want to make a gauntlet event even if it's not the finale, so mobs will spawn indefinitely until you break the wall in front of the checkpoint room, instead of mutliple arenas. I did find out how to start the classic panic event and the director info on the hud to show that the infected are coming, but I don't actually know how to make a gauntlet-type panic event. Anyone can tell me how to trigger one without it being for a finale like shown on the valve devs site?
Beiträge 1-15 von 24
< >
Serial Butt Stabber 17. Mai 2013 um 1:13 Uhr 
Gauntlet events are made by modifying the mob spawn behavior with a director vscript. They are started by inputting BeginScript and the script name to your info_director, and stopped the same way with the EndScript input. You can either make your own script, or use one of the included ones, like c1_mall_onslaught.
OliPro007 17. Mai 2013 um 14:15 Uhr 
Ok so even if those gauntlet events are made for endings in official maps I can just copy the script and use it for any other situation if I want to, is that it?
Serial Butt Stabber 17. Mai 2013 um 14:52 Uhr 
Yeah, pretty much. You can also copy the script into a new file, and modify it for your needs.
OliPro007 17. Mai 2013 um 14:57 Uhr 
Ok thank you!
OliPro007 17. Mai 2013 um 16:03 Uhr 
Hum I kinda have a problem: I've search through many maps folders and I didn't find the c1_mall_onslaught, I've even used the search tool in the left 4 dead 2 main folder in common and it didn't find it... Is it only in left 4 dead 1?
Serial Butt Stabber 18. Mai 2013 um 1:19 Uhr 
They are stored encrypted inside the vpk archives. More information on how they are stored and how they are used here. There is a link at the bottom of that page for decrypted versions of the scripts as well.
OliPro007 21. Mai 2013 um 15:32 Uhr 
As I read the page, I see that the scripted onslaught or gauntlet are programmed with a finale trigger at the end. Is the one you are telling me about the same? Because I'm not too comfortable downloading huge packages (I don't know if there is a lot of them on the same download link) and downloading a squirrel editing program and mess up with it. Should I simply start with a simple panic and when I'll be more familiar with level making and progamming I should simply modify it? (I'm going in computer sciences in college next year so I will learn about that pretty thoroughly...)
Serial Butt Stabber 22. Mai 2013 um 1:17 Uhr 
A non-finale onslaught just uses the script, nothing else needed, except a way to start and stop it. Just copy one and save it as something like scripts\vscripts\my_onslaught.nut, and then you can edit it when needed.

Here is c1_mall_onslaught:
Msg("Initiating Onslaught\n");

DirectorOptions <-
{
// This turns off tanks and witches.
ProhibitBosses = true

MobSpawnMinTime = 1
MobSpawnMaxTime = 4
MobMinSize = 15
MobMaxSize = 20
MobMaxPending = 30
SustainPeakMinTime = 10
SustainPeakMaxTime = 15
IntensityRelaxThreshold = 0.99
RelaxMinInterval = 3
RelaxMaxInterval = 5
RelaxMaxFlowTravel = 200
BoomerLimit = 0
SmokerLimit = 3
HunterLimit = 1
ChargerLimit = 2
SpecialRespawnInterval = 5.0
PreferredMobDirection = SPAWN_IN_FRONT_OF_SURVIVORS
//ZombieSpawnRange = 1500
}

Director.PlayMegaMobWarningSounds()
Director.ResetMobTimer()

It's not very hard to edit a director script, you can use notepad, and change the numbers to your liking. You can put other director options in from the wiki page if an option you need is missing. Just make sure you put them between the curly brackets where the other options are.
OliPro007 22. Mai 2013 um 12:19 Uhr 
Oh thanks! So I only need to use notepad and save with the .nut expansion?
Serial Butt Stabber 22. Mai 2013 um 12:46 Uhr 
Yup!
OliPro007 22. Mai 2013 um 12:59 Uhr 
Finally, last question: where do we put those scripts? We create a directory script/vscripts inside our mod's main folder? Also how do we make them load? In the parameter column in the output?
Zuletzt bearbeitet von OliPro007; 22. Mai 2013 um 13:00 Uhr
Serial Butt Stabber 22. Mai 2013 um 13:16 Uhr 
Correct on both. Put them in left 4 dead 2\left4dead2\scripts\vscripts\so they load in the mean time. And you call them without the .nut part
OliPro007 22. Mai 2013 um 13:19 Uhr 
ah so we need to have them in the official left4dead2 folder. How can I make this script work if I distribute it to my friends on the workshop or something else? The map and all will be in the vpk at the end but how will they have the script?
Serial Butt Stabber 22. Mai 2013 um 13:22 Uhr 
The scripts go in script/vscripts inside your vpk directory before you pack it up. All the directories in there are relative to left 4 dead 2\left4dead2\.
Zuletzt bearbeitet von Serial Butt Stabber; 22. Mai 2013 um 13:23 Uhr
OliPro007 22. Mai 2013 um 13:24 Uhr 
oh ok so for testing purposes it is better to put them in the game folders and when I'm done pack it up in the mod folders?
Beiträge 1-15 von 24
< >
Pro Seite: 15 30 50
Geschrieben am: 16. Mai 2013 um 16:23 Uhr
Beiträge: 24