Antlions: Random Spawn: Difference between revisions

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{{tutorial cleanup}}
{{tutorial cleanup}}
== Random Spawns ==


The great thing about theses antlions is that they are made to be used with other litle tools to make them spawn a little randomly when the hero walks on a specified material, can be sand or other!
The great thing about these antlions is that they are made to be used with other litle tools to make them spawn randomly when the player walks on a specified material, be it sand or any other material.


So before all, make a map with sand and rocks which we will make here is that, if the player walks on the sand, antlions come out near the player and attack, so he is forced to walk on the rocks.
This tutorial will walk you through the making of a simple example of randomly unburrowing antlions.
Its fun to make, and fun to play!


You need :
==Getting started==


[[npc_antlion]]
First, make a map with sand and rocks. The situation we are attempting to create is that if the player walks on the sand, antlions come out near the player and attack, and the player is forced to walk on the rocks.


[[env_shake]]
These are the entities we are going to need:


[[ambient_generic]]
* [[npc_antlion]]
* [[env_shake]]
* [[ambient_generic]]
* [[npc_antlion_template_maker]]
* [[logic_relay]]
* [[env_player_surface_trigger]]
* [[info_node_hint]]


[[npc_antlion_template_maker]]
==Configuring the entities==


2 [[logic_relay]]
''Cursive text'' is a flag.


[[env_player_surface_trigger]]
===npc_antlion===


And a lot of [[info_node_hint]]
:Name: AntLion
:''Starts Burrowed'': yes


How to make this up.
===env_player_surface_trigger===


Configure the Antlion name it AntLion and Starts Burrowed on yes
:Name: SurfaceTrigger
:GameMaterialToWatch: sand


Name the Following like this:
This entity triggers inputs if the player is walking on the specified material.


[[env_player_surface_trigger]] : Surface Trigger
Create the following outputs:


[[ambient_generic]] : sound_antlion_spawn
OnSurfaceChangedFromTarget, relay_expanse_disablespawn, Trigger
OnSurfaceChangedToTarget, relay_expanse_spawn, Trigger


[[env_shake]] : shake_antlion_spawn
Those mean that if the player starts walking on the surface we have chosen, it triggers the relay OnSurfaceChangedToTarget which enables the npc_antlion_template_maker, and after that that when (or if) the player steps off it, it triggers the relay OnSurfaceChangedFromTarget which stops the spawning.


[[npc_antlion_template_maker]] : antlion_expanse_spawner
===ambient_generic===


[[logic_relay]] 1 : relay_expanse_spawn
:Name: sound_antlion_spawn
:SoundName: Streetwar.d3_c17_10b_rumble1
:Volume: 8
:Fade In Time: 1.5
:Fade Out Time: 2
:Pitch: 120
:Start Pitch: 90
:Max Audible Distance: 1250


[[logic_relay]] 2 : relay_expanse_disablespawn
This entity creates the noise when the antlions are emerging.


Lets Start with the [[env_shake]].
===env_shake===


Name : shake_antlion_spawn
:Name: shake_antlion_spawn
:Amplitude: 2
:Effect Radius: 500
:Duration: 3
:Frequency: 100


Amplitude : 2
This entity creates the quake when the antlions are emerging.


Effect Radius : 500
===npc_antlion_template_maker===


Duration : 3
:Name: antlion_expanse_spawner
:StartDisabled: Yes (we do not want the template_maker to start spawning at the beginning of the map.)
:Num. of NPCs: Leave empty because we will check ''Infinite Children'' in flags.
:Frequency: 0.35
:Max Live NCPs: how many antlions can live at same time, 8 for example
:Name Of Template NPC: AntLion
:Spawn On HintGroup: antlion_expanse_spawn_nodes
:Spawn Radius: 1000
:Spawn Target: !player (the target that the antlions will attack)
:Ignore Bugbait: No


Frequency : 100
Now, remember to check ''Infinite Children''.


Thats it, the env_shake is just to make the effect better.
Then, add the following output:


OnAllSpawnedDead, antlion_expanse_spawner, SetMaxChildren, 8, 8.00


----
That means if all antlions are dead it resets the max number to 8 to prevent any problems.


Lets continue with the [[ambient_generic]].
===logic_relay===


Name : sound_antlion_spawn
:Name: relay_expanse_spawn


SoundName : Streetwar.d3_c17_10b_rumble1
Add the following outputs, the numbers this time meaning Delay:


Volume : 8
OnTrigger, sound_antlion_spawn, PlaySound
OnTrigger, relay_expanse_disablespawn, CancelPending
OnTrigger, shake_antlion_spawn, StartShake, 0.10
OnTrigger, antlion_expanse_spawner, Enable, 1.00


Fade In Time : 1.5
This means if this relay is triggered it plays the sound, the ground shakes and the npc_antlion_template_maker enables 1 second after we walked on the ground, which makes an effect like the antlions are coming up.


Fade Out Time : 2
===Another logic_relay===


Pitch : 120
:Name: relay_expanse_disablespawn


Start Pitch : 90
Add the following outputs, the numbers meaning Delay again:


Max Audible Distance : 1250
OnTrigger, sound_antlion_spawn, StopSound
OnTrigger, shake_antlion_spawn, StopShake
OnTrigger, antlion_expanse_spawner, Disable, 0.50   
OnTrigger, relay_expanse_spawn, CancelPending, 0.50


Thats it too, the sound is to make a diging sound when the antlions are coming, it is nice and very stressing!
This means if this relay is triggered, the sound stops, the shake stops and the template_maker disables.


===info_node_hint===


----
These are to set where the antlions can spawn, you must put one everywere that the antlion can possibly spawn, and the [[npc_antlion_template_maker]] will pick the one nearest the player.


Lets continue with the [[env_player_surface_trigger]], I call it a "material detector" , its to trigger inputs if the player is walking on the specified material, in GameMaterialToWatch, pick sand, then go in the out puts and put this :
:Hint: AntLion Burrow Point
:Hint Group: antlion_expanse_spawn_nodes


 
== Notes ==
My Output                  Target Entity              Target Input
 
OnSurfaceChangedFromTarget relay_expanse_disablespawn Trigger
 
OnSurfaceChangedToTarget  relay_expanse_spawn        Trigger
 
 
What we just did here is that if the player starts walking on the surface we have chosen, it triggers the relay which enables the template_maker, and that if it stops walking on it, it trigger the relay which disables the spawning.
 
----
 
Lets continue with the [[npc_antlion_template_maker]]
 
In KeyValues :
 
StartDisabled : Yes, we do not want the template_maker to start spawning at the beginning of the map.
 
Num. of NPCs : Not Really Matter because we will check Infinit Children in flags.
 
Frequency : 0.35 is a good speed for this operation
 
Max Live NCPs : How Many Antlions can live in same time, I generally put 8
 
Name Of Template NPC : AntLion, the name of the npc_antlion used
 
Spawn On HintGroup : I will explain later, write antlion_expanse_spawn_nodes
 
Spawn Radius : 1000, read the help for more details
 
Spawn Target : The target that the Antlions will attack, in this case, !player DON'T FORGET THE ! Its not player, its !player
 
Ignore Bugbait : No
 
The rest of the keyvalues doesnt matter, now go in flags, the only flag that needs to be checked is Infinite Children.
 
Almost done, now go in outputs and write :
 
MyOutput          Target Entity            TargetInput    Override Parameter  Delay
 
OnAllSpawnedDead  antlion_expanse_spawner  SetMaxChildren  8                8.00
 
We just made that if all antlions are dead it resets the number to 8 to provide any problems.
 
 
----
 
 
 
Lets continue with the [[logic_relay]] 1 : relay_expanse_spawn
 
Go in the outputs and put this :
 
My Output                  Target Entity              Target Input    Delay
 
OnTrigger                  sound_antlion_spawn        PlaySound      0
 
OnTrigger                  relay_expanse_disablespawn CancelPending  0
 
OnTrigger                  shake_antlion_spawn        StartShake      0.10
 
OnTrigger                  antlion_expanse_spawner    Enable          1
 
 
What we just did here, we made that if this relay is triggered it plays the sound, the ground shakes and the template_maker enables 1 second after we walked on the ground, which makes an effect like the antlions are coming up and its very nice :)
 
 
----
 
Lets continue with the [[logic_relay]] 2 : relay_expanse_disablespawn
 
Go in the outputs and put this :
 
My Output                  Target Entity              Target Input    Delay
 
 
OnTrigger                  sound_antlion_spawn        StopSound      0
 
OnTrigger                  shake_antlion_spawn        StopShake      0
 
OnTrigger                  antlion_expanse_spawner    Disable        0.50   
       
OnTrigger                  relay_expanse_spawn        CancelPending  0.50
 
 
Here we made that if this relay is triggered, the sound stops, the shake stops and the template_maker disables.
 
----
 
 
And now, lets '''Finish''' with the [[info_node_hint]]
Theses are to set where the antlions can spawn, you must put one everywere that the antlion can possibly spawn, and the [[npc_antlion_template_maker]] will pick the one nearest the player.
 
All you got to configure are this :
 
Hint : AntLion : Burrow Point
 
Hint Group : antlion_expanse_spawn_nodes
 
 
----
 
== Precise Ways ==


The antlions use [[info_node]] to navigate on the ground, and [[info_node_air]] to navigate while flying.
The antlions use [[info_node]] to navigate on the ground, and [[info_node_air]] to navigate while flying.


To make them follow a precise way, make manually a way with PathCorners and set it to the antlion's path corner, and place [[info_node]] around the way so the antlions can navigate trough them.
To make them follow a precise path, use [[path_corner]]s and set it to the antlion's path corner, and place [[info_node]]s around the way so the antlions can navigate through them.
 
If there is a wall on their way, put some [[info_node_air]] up the wall about 10 units above it, the antlions will use it to fly above the wall.
 
If you want the antlions to run to a precise target, use [[aiscripted_schedule]], name it, then :
 
Target Npc : Antlion
 
Search Radius : If there are more than one target, put 0.
 
All In Radius : If there are more than one target, put yes.


Ai State To Set : Put whatever you want.
If there is a wall in their way, put some [[info_node_air]]s about 10 units above it, the antlions will use it to fly above the wall.


Schedule to run : Pick one :)
===Quick tutorial to making antlions follow a path===


Interruptability : You choose
If you want the antlions to run to a precise target, use [[aiscripted_schedule]], name it and configure:


Goal Entity : Is the target, it can be one precise or a classname, like npc_citizen...
:Target Npc: Antlion
:Search Radius: If there are more than one target, put 0.
:All In Radius: If there are more than one target, put yes.
:Ai State To Set: Choose one
:Schedule to run: Choose one
:Interruptability: Choose one
:Goal Entity: Is the target, it can be one precise or a classname, like [[npc_citizen]].


Then at the [[npc_template_maker]] of the Antlion, go in output and put


OnSpawnNpc AiSchedule StartSchedule
Then at the [[npc_antlion_template_maker]], add the following output:


And its good to go.
OnSpawnNpc, AiSchedule, StartSchedule


== Example Map ==
== Example Map ==


I made a quick example map of this tutorial, if you are too tired to read all of it, just download the .vmf, copy and past the things I did.
[http://www.pcgamemods.com/mod/15620.html Example map]


http://www.pcgamemods.com/mod/15620.html


[[Category:Level Design Tutorials]]
[[Category:Level Design Tutorials]]
[[Category:Tutorials]]
[[Category:Abstract Mapping]]

Revision as of 08:50, 6 March 2006

Template:Tutorial cleanup

The great thing about these antlions is that they are made to be used with other litle tools to make them spawn randomly when the player walks on a specified material, be it sand or any other material.

This tutorial will walk you through the making of a simple example of randomly unburrowing antlions.

Getting started

First, make a map with sand and rocks. The situation we are attempting to create is that if the player walks on the sand, antlions come out near the player and attack, and the player is forced to walk on the rocks.

These are the entities we are going to need:

Configuring the entities

Cursive text is a flag.

npc_antlion

Name: AntLion
Starts Burrowed: yes

env_player_surface_trigger

Name: SurfaceTrigger
GameMaterialToWatch: sand

This entity triggers inputs if the player is walking on the specified material.

Create the following outputs:

OnSurfaceChangedFromTarget, relay_expanse_disablespawn, Trigger OnSurfaceChangedToTarget, relay_expanse_spawn, Trigger

Those mean that if the player starts walking on the surface we have chosen, it triggers the relay OnSurfaceChangedToTarget which enables the npc_antlion_template_maker, and after that that when (or if) the player steps off it, it triggers the relay OnSurfaceChangedFromTarget which stops the spawning.

ambient_generic

Name: sound_antlion_spawn
SoundName: Streetwar.d3_c17_10b_rumble1
Volume: 8
Fade In Time: 1.5
Fade Out Time: 2
Pitch: 120
Start Pitch: 90
Max Audible Distance: 1250

This entity creates the noise when the antlions are emerging.

env_shake

Name: shake_antlion_spawn
Amplitude: 2
Effect Radius: 500
Duration: 3
Frequency: 100

This entity creates the quake when the antlions are emerging.

npc_antlion_template_maker

Name: antlion_expanse_spawner
StartDisabled: Yes (we do not want the template_maker to start spawning at the beginning of the map.)
Num. of NPCs: Leave empty because we will check Infinite Children in flags.
Frequency: 0.35
Max Live NCPs: how many antlions can live at same time, 8 for example
Name Of Template NPC: AntLion
Spawn On HintGroup: antlion_expanse_spawn_nodes
Spawn Radius: 1000
Spawn Target: !player (the target that the antlions will attack)
Ignore Bugbait: No

Now, remember to check Infinite Children.

Then, add the following output:

OnAllSpawnedDead, antlion_expanse_spawner, SetMaxChildren, 8, 8.00

That means if all antlions are dead it resets the max number to 8 to prevent any problems.

logic_relay

Name: relay_expanse_spawn

Add the following outputs, the numbers this time meaning Delay:

OnTrigger, sound_antlion_spawn, PlaySound OnTrigger, relay_expanse_disablespawn, CancelPending OnTrigger, shake_antlion_spawn, StartShake, 0.10 OnTrigger, antlion_expanse_spawner, Enable, 1.00

This means if this relay is triggered it plays the sound, the ground shakes and the npc_antlion_template_maker enables 1 second after we walked on the ground, which makes an effect like the antlions are coming up.

Another logic_relay

Name: relay_expanse_disablespawn

Add the following outputs, the numbers meaning Delay again:

OnTrigger, sound_antlion_spawn, StopSound OnTrigger, shake_antlion_spawn, StopShake OnTrigger, antlion_expanse_spawner, Disable, 0.50 OnTrigger, relay_expanse_spawn, CancelPending, 0.50

This means if this relay is triggered, the sound stops, the shake stops and the template_maker disables.

info_node_hint

These are to set where the antlions can spawn, you must put one everywere that the antlion can possibly spawn, and the npc_antlion_template_maker will pick the one nearest the player.

Hint: AntLion Burrow Point
Hint Group: antlion_expanse_spawn_nodes

Notes

The antlions use info_node to navigate on the ground, and info_node_air to navigate while flying.

To make them follow a precise path, use path_corners and set it to the antlion's path corner, and place info_nodes around the way so the antlions can navigate through them.

If there is a wall in their way, put some info_node_airs about 10 units above it, the antlions will use it to fly above the wall.

Quick tutorial to making antlions follow a path

If you want the antlions to run to a precise target, use aiscripted_schedule, name it and configure:

Target Npc: Antlion
Search Radius: If there are more than one target, put 0.
All In Radius: If there are more than one target, put yes.
Ai State To Set: Choose one
Schedule to run: Choose one
Interruptability: Choose one
Goal Entity: Is the target, it can be one precise or a classname, like npc_citizen.


Then at the npc_antlion_template_maker, add the following output:

OnSpawnNpc, AiSchedule, StartSchedule

Example Map

Example map