FY Map Creation: Difference between revisions

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m (With game_player_equip, it seems closer to "postfabricated".)
 
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This non-standard [[Counter-Strike: Source]] gameplay style involves a cache of weapons in the level. See [[Counter-Strike: Source Level Creation]] for basic instructions on creating levels for CS:S.
== Required FGD addition ==
== Required FGD addition ==
These instructions require editing the [[FGD|base.fgd]] to add a '''"Use"''' input to [[game_player_equip]]:
These instructions require editing the [[FGD|base.fgd]] to add a '''"Use"''' input to [[game_player_equip]]:
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  input Use(void) : "Equip player"
  input Use(void) : "Equip player"


== Adding Weapons ==
== Adding weapons ==
 
To add a weapon entity to the level and fill it full of the proper ammo:
To add a weapon entity to the level and fill it full of the proper ammo:
# Add your "Weapon entity" into the world. See the [[#List of ammo and weapon entities|table below]] for a list of weapon and ammo entities.
# Add your "Weapon entity" into the world. See the [[#List of ammo and weapon entities|table below]] for a list of weapon and ammo entities.
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== List of ammo and weapon entities ==
== List of ammo and weapon entities ==
{|
{| class=standard-table
! Weapon Entity || Ammo Description || Ammo Entity || Amount to Fill
! Weapon Entity || Ammo Description || Ammo Entity || Amount to Fill
|-
|-
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| [[weapon_mac10]] || 45acp || [[ammo_45acp]] || 4
| [[weapon_mac10]] || 45acp || [[ammo_45acp]] || 4
|-
|-
| [[weapon_ump45]] || ↑ || ↑ || 4
| [[weapon_ump45]] || || || 4
|-
|-
| [[weapon_usp]] || ↑ || ↑ || 5
| [[weapon_usp]] || || || 5
|-
|-
| [[weapon_deagle]] || 50ae || [[ammo_50ae]] || 5
| [[weapon_deagle]] || 50ae || [[ammo_50ae]] || 5
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| [[weapon_famas]] || 556mm || [[ammo_556mm]] || 3
| [[weapon_famas]] || 556mm || [[ammo_556mm]] || 3
|-
|-
| [[weapon_galil]] || ↑ || ↑ || 3
| [[weapon_galil]] || || || 3
|-
|-
| [[weapon_m4a1]] || ↑ || ↑ || 3
| [[weapon_m4a1]] || || || 3
|-
|-
| [[weapon_sg550]] || ↑ || ↑ || 3
| [[weapon_sg550]] || || || 3
|-
|-
| [[weapon_sg552]] || ↑ || ↑ || 3
| [[weapon_sg552]] || || || 3
|-
|-
| [[weapon_m249]] || 556mm_box || [[ammo_556mm_box]] || 7
| [[weapon_m249]] || 556mm_box || [[ammo_556mm_box]] || 7
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| [[weapon_fiveseven]] || 57mm || [[ammo_57mm]] || 2
| [[weapon_fiveseven]] || 57mm || [[ammo_57mm]] || 2
|-
|-
| [[weapon_p90]] || ↑ || ↑ || 2
| [[weapon_p90]] || || || 2
|-
|-
| [[weapon_ak47]] || 762mm || [[ammo_762mm]] || 3
| [[weapon_ak47]] || 762mm || [[ammo_762mm]] || 3
|-
|-
| [[weapon_aug]] || ↑ || ↑ || 3
| [[weapon_aug]] || || || 3
|-
|-
| [[weapon_g3sg1]] || ↑ || ↑ || 3
| [[weapon_g3sg1]] || || || 3
|-
|-
| [[weapon_scout]] || ↑ || ↑ || 3
| [[weapon_scout]] || || || 3
|-
|-
| [[weapon_elite]] || 9mm || [[ammo_9mm]] || 4
| [[weapon_elite]] || 9mm || [[ammo_9mm]] || 4
|-
|-
| [[weapon_glock]] || ↑ || ↑ || 4
| [[weapon_glock]] || || || 4
|-
|-
| [[weapon_mp5navy]] || ↑ || ↑ || 4
| [[weapon_mp5navy]] || || || 4
|-
|-
| [[weapon_tmp]] || ↑ || ↑ || 4
| [[weapon_tmp]] || || || 4
|-
|-
| [[weapon_m3]] || buckshot || [[ammo_buckshot]] || 4
| [[weapon_m3]] || buckshot || [[ammo_buckshot]] || 4
|-
|-
| [[weapon_xm1014]] || ↑ || ↑ || 4
| [[weapon_xm1014]] || || || 4
|}
|}



Latest revision as of 09:27, 8 January 2024

Required FGD addition

These instructions require editing the base.fgd to add a "Use" input to game_player_equip:

input Use(void) : "Equip player"

Adding weapons

To add a weapon entity to the level and fill it full of the proper ammo:

  1. Add your "Weapon entity" into the world. See the table below for a list of weapon and ammo entities.
  2. If a game_player_equip with targetname of the required <Short Ammo Name> does not exist yet, do the following steps:
    1. Create a game_player_equip entity.
    2. Set the name to the correct <Short Ammo Name> (see table below).
    3. Set the Use Only flag on the game_player_equip.
    4. Turn off SmartEdit on the Object Properties dialog if it isn't already off.
    5. Add a keyvalue with the keyname of the <Ammo Entity> and the value <Amount to Fill>.
  3. Add an output to your weapon entity named OnPlayerPickup.
  4. Set the target of the output to the <Short Ammo Name> and the input to Use.

To place more of the same type of weapon, simply added the same output to each instance you place, or duplicate the existing instance. A separate game_player_equip needs to be added for each ammo type that is required.

List of ammo and weapon entities

Weapon Entity Ammo Description Ammo Entity Amount to Fill
weapon_awp 338mag ammo_338mag 3
weapon_p228 357sig ammo_357sig 4
weapon_mac10 45acp ammo_45acp 4
weapon_ump45 4
weapon_usp 5
weapon_deagle 50ae ammo_50ae 5
weapon_famas 556mm ammo_556mm 3
weapon_galil 3
weapon_m4a1 3
weapon_sg550 3
weapon_sg552 3
weapon_m249 556mm_box ammo_556mm_box 7
weapon_fiveseven 57mm ammo_57mm 2
weapon_p90 2
weapon_ak47 762mm ammo_762mm 3
weapon_aug 3
weapon_g3sg1 3
weapon_scout 3
weapon_elite 9mm ammo_9mm 4
weapon_glock 4
weapon_mp5navy 4
weapon_tmp 4
weapon_m3 buckshot ammo_buckshot 4
weapon_xm1014 4

See also