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{{TF2 topicon}} {{lang|title=Creating Respawning Sentries}}
== Create Sentries ==
== Create Sentries ==
Start by placing a few [[obj_sentrygun]] entities in your map. Name the first "sentry1", the second "sentry2", and so on.
Start by placing a few [[obj_sentrygun]] entities in your map. Name the first "sentry1", the second "sentry2", and so on.
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Now, when your map loads, there should be a set of sentries, which, when destroyed, make another one spawn in its place.
Now, when your map loads, there should be a set of sentries, which, when destroyed, make another one spawn in its place.


== See Also ==
== See also ==
*[[TF2/Creating Respawning Dispensers|Creating Respawning Dispensers]]
*[[TF2/Creating Respawning Dispensers|Creating Respawning Dispensers]]


[[Category:Tutorials]]  
[[Category:Tutorials]]  
[[Category:Level Design Tutorials]]
[[Category:Level Design]]
[[Category:Team Fortress 2]]
[[Category:Team Fortress 2|Creating]]

Latest revision as of 05:23, 6 January 2024

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Create Sentries

Start by placing a few obj_sentrygun entities in your map. Name the first "sentry1", the second "sentry2", and so on.

Create point_template

Add an equal number of point_template entities as you have sentries. Set Name to "sentrytemplate1", "sentrytemplate2", etc. Set 'Template1' to the matching sentry, so point_template will have 'Template1' value "sentry1". In the 'Flags' tab, tick "Don't remove template entities" to make sure the sentries spawn on start-up.

Create env_entity_maker

Create an equal number of env_entity_maker entities as you have sentries. Set Name to "sentryspawner1", "sentryspawner2", etc. Set 'Point_template To Spawn' to the matching point_template, so env_entity_maker "senspawner1" will have 'Point_template To Spawn' value "sentrytemplate1".

Note.pngNote:If you don't want a generic "Player" <death symbol> "Sentry Gun" message every time a player destroys a sentry, don't add any env_entity_maker's.

Sentry Outputs

On the output tab for each sentry, add these values with the corresponding numbers:

My output named: OnDestroyed
Target entities named: template1
Via this input: ForceSpawn
After a delay in seconds of: 10

OnDestroyed is not one of the selectable outputs, so Hammer will say this is invalid. Ignore that, it will work in game. Adjust the delay to the number of seconds you want the sentries to take to respawn.

Now, when your map loads, there should be a set of sentries, which, when destroyed, make another one spawn in its place.

See also