Counter-Strike: Global Offensive/Game Modes/Danger Zone: Difference between revisions

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== Entities spawned by [[point_dz_weaponspawn]] ==
== Entities spawned by [[point_dz_weaponspawn]] ==
{{Warning|Do '''NOT''' place these in hammer yourself, they won't work or won't appear at all. The game mode handles these.}}
{{Warning|Placing these manually in Hammer can lead to undesirable effects!}}
* '''[[func_survival_c4_target]]''' - Safe with money.
* '''[[func_survival_c4_target]]''' - Safe with money.
* '''[[prop_weapon_upgrade_chute]]''' - A parachute backpack.
* '''[[prop_weapon_upgrade_chute]]''' - A parachute backpack.

Revision as of 05:14, 9 December 2018

Template:Otherlang2 Danger Zone is a fast-paced battle royale game mode built on Counter-Strike: Global Offensive Counter-Strike: Global Offensive's tactical gameplay where players use their wits, skill, and resources to fight to the finish. Featuring solo or team play.

Warning.pngWarning: For proper map functionality, map needs to have dz_ prefix and game_mode set to 0 and game_type set to 6.
Note.pngNote:Valve has released no documentation about this game mode and everything is researched by players.

Fundamental Entities

Note.pngNote:Top of this trigger is where rappelling event starts, bottom of this trigger is when you can let go of the rope, players shouldn't be able to touch this trigger afterwards.
  • dz_door - Locked door that requires money to open, money requirement is specified in config file.
Note.pngNote:Requires prop_counter linked to it via keyvalue counter_name name_of_prop_counter.!FGD
Note.pngNote:Should be used with point_dz_weaponspawn that has specified dz_door name and has keyvalue tagBehindSteelDoor 1.!FGD
Note.pngNote:This entity takes damage by default, Valve used filter_damage_type with Blast Allow to only allow explosives to break the door.
Note.pngNote:What kind of entity this ends up in game is random, could be hostage, safe, weapon cases.

Entities spawned by point_dz_weaponspawn

Warning.pngWarning:Placing these manually in Hammer can lead to undesirable effects!

Basic requirements for a DZ map

trigger_survival_playarea Should be high enough for players not being able to reach it, this trigger should cover the whole playable area in the air above level, playable area of Valve's Blacksite is 16384x16384 units.

game_survival_logic this entity is core for the game mode, actual purpose is currently unknown.

point_dz_weaponspawn scattered around the map, there needs to be some distance between these otherwise they might fail to spawn.

Warning.pngWarning:There seems to be a required amount of these in order for the map to not crash the game upon selecting deployment location.
Note.pngNote:The number required of these is speculated to be between 90-230. Valve used around 530 on Blacksite.
Todo: Figure out needed amount of entity to prevent crashes.

Limiting area where players can deploy

Spawnmask texture used for Blacksite

This is controlled by a png texture which should be in csgo/maps/ with name format dz_mapname_spawnmask. It should represent overview of the map, black filled areas block deploy points.













Adding overview image for tablet

Tablet overview image of Blacksite

A texture of vtf format that represents the map overview needs to be located in csgo/materials/models/weapons/v_models/tablet/ with name format tablet_radar_dz_mapname

Note.pngNote: The tablet overview image is not same as map overview image, it needs to be roughly 30%(?) smaller in order to line up with world.
Todo:  Figure out how to make tablet overview to line up with actual map.












Adding overview image for deployment selection

Deployment overview image of Blacksite

A png texture needs to be located in csgo/materials/panorama/images/survival/spawnselect/ with name format map_dz_mapname.














Prefabs