Team Fortress 2/Creating Respawning Sentries: Difference between revisions
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== Create point_template == | == 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". | 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 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". | 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|If you don't want a generic "Player" <death symbol> "Sentry Gun" message every time a player destroys a sentry, don't add any | {{Note|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 == | == Sentry Outputs == | ||
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:'''After a delay in seconds of:''' <code>10</code> | :'''After a delay in seconds of:''' <code>10</code> | ||
Hammer will say this is | 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 == | == See Also == |
Revision as of 13:33, 17 July 2011
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".

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.