Dreamball:Orb Hunt: Difference between revisions
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== Construction == | == Construction == | ||
First let's create the orb effect. Place a [[env_sprite]] where your orb will be. Name it '''orb_sprite1''' | First let's create the orb effect. Place a [[env_sprite]] where your orb's position will be. Name it '''orb_sprite1''' and set it's '''Sprite Name''' material to <code>sprites/orb01.vmt</code>, it's '''scale''' to 1.5, it's '''Size of Glow Proximity''' to 2.0 and lastly the '''Render Mode''' field to Additive. Also check it's '''flag''' to Start On. | ||
Now place an [[info_particle_system]]. Name it orb_destroy1 and set it's particle effect name to <code>orb01</code> | Now place an [[info_particle_system]]. Name it orb_destroy1 and set it's particle effect name to <code>orb01</code> and it's '''Start Active''' field to No. Place another info_particle_system and name it <code>orb_destroy1_warp</code>. Set it's particle effect name to <code>warp_explosion1</code>. And '''Start Disabled''' flag to to Yes. | ||
Now place an [[env_screenoverlay]] entity. Name it <code>1orb</code>. Set overlay name to <code>overlays/orbs/1orb</code> and make sure the Overlay Duration fields are set to 0 seconds. We use image overlays to display the '1/12 Orbs Collected' in the official maps but you can use a [[game_text]] if desired. | |||
Now place an [[env_screenoverlay]] entity. Name it <code>1orb</code>. Set overlay name to <code>overlays/orbs/1orb</code> | |||
Now place an [[ambient_generic]] entitiy. Set it's sound to <code>ambient/levels/labs/electric_explosion4.wav</code>. Name this entity <code>orb_explode_snd</code> | Now place an [[ambient_generic]] entitiy. Set it's sound to <code>ambient/levels/labs/electric_explosion4.wav</code>. Name this entity <code>orb_explode_snd</code> | ||
Create a small [[trigger_once]] brush over the orb sprite. Shaped around it, so it looks like you hit the orb when hitting the trigger. Name | Create a small [[trigger_once]] brush over the orb sprite. Shaped around it, so it looks like you hit the orb when hitting the trigger. Name this trigger <code>orb_trig1</code>. Now in it's outputs tab add these: | ||
:{| border=1 cellpadding="2" cellspacing="1" | :{| border=1 cellpadding="2" cellspacing="1" | ||
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|} | |} | ||
Now that's the Orb | Now that's the Orb itself set up. Now Place a [[math_counter]] entity and name it <code>orb_math</code>. With it's following fields set to: | ||
*Start Disabled: No | *Start Disabled: No | ||
*Initial Value: 0 | *Initial Value: 0 | ||
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We'll add the outputs for the orb_math in after the next bit. | We'll add the outputs for the orb_math in after the next bit. | ||
place a [[logic_case]] entity and name it <code>Orb_score_case</code>. In it's field named '''Case 01''' add 1. (add the rest for Case_02 - 2, | place a [[logic_case]] entity and name it <code>Orb_score_case</code>. In it's field named '''Case 01''', add 1. (add the rest for Case_02 - 2, Case_03 - 3 and so on for more orbs.) | ||
Now in this entity add these outputs: | |||
:{| border=1 cellpadding="2" cellspacing="1" | :{| border=1 cellpadding="2" cellspacing="1" | ||
|- style="background:#DCDCDC; color:black" | |- style="background:#DCDCDC; color:black" | ||
! !! My Output > !! Target Entity !! Target Input !! Parameter !! Delay !! Only Once | ! !! My Output > !! Target Entity !! Target Input !! Parameter !! Delay !! Only Once | ||
|- | |- | ||
| [[Image:Io11.png]] || OnCase01 || 1orb || StartOverlays || None || 0.00 || No | | [[Image:Io11.png]] || OnCase01 || 1orb || StartOverlays || None || 0.00 || No | ||
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|} | |} | ||
Although this tutorial is for 1 orb, we'll still add the OnCase02 | Although this tutorial is for 1 orb, we'll still add the OnCase02 StopOverlays, assuming your doing more. Note you always need to stop the older overlay when calling a new one because they will just display over each other otherwise. | ||
Now back to that '''orb_trig1''' brush, add | Now back to that '''orb_trig1''' brush, add these output: | ||
:{| border=1 cellpadding="2" cellspacing="1" | :{| border=1 cellpadding="2" cellspacing="1" | ||
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|} | |} | ||
Now open the '''orb_math''' entity and add | Now open the '''orb_math''' entity and add these output: | ||
:{| border=1 cellpadding="2" cellspacing="1" | :{| border=1 cellpadding="2" cellspacing="1" | ||
|- style="background:#DCDCDC; color:black" | |- style="background:#DCDCDC; color:black" | ||
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== Conclusion == | == Conclusion == | ||
That is the base of the game mode done, you should have 1 orb ready for hunting! Repeat the process to get more orbs. | That is the base of the game mode done, you should have 1 orb ready for hunting! Repeat the process to get more orbs. | ||
{{tip|See the sp_orb1.vmf example in the Dreamball SDK/sourcesdk_content/mapsrc/ folder for an example map.}} | {{tip|See the sp_orb1.vmf example in the Dreamball SDK/sourcesdk_content/mapsrc/ folder for an example map.}} | ||
==See Also== | ==See Also== | ||
*"Dreamball SDK/SDK_content/mapsrc/sp_orb1.vmf" - example map for Orb Hunt | |||
*[[List of Dreamball Particles]] | *[[List of Dreamball Particles]] | ||
*[[Dreamball Level Creation]] | *[[Dreamball Level Creation]] | ||
[[Category:Dreamball]] |
Revision as of 19:45, 20 June 2009
Introduction
Creating an Orb Hunt map is done from mapping tricks using existing Source entities, no custom Dreamball entities are used here. This tutorial will cover creating a simple 1 orb map. To create the extra orbs you just simply repeat the building process.
Construction
First let's create the orb effect. Place a env_sprite where your orb's position will be. Name it orb_sprite1 and set it's Sprite Name material to sprites/orb01.vmt
, it's scale to 1.5, it's Size of Glow Proximity to 2.0 and lastly the Render Mode field to Additive. Also check it's flag to Start On.
Now place an info_particle_system. Name it orb_destroy1 and set it's particle effect name to orb01
and it's Start Active field to No. Place another info_particle_system and name it orb_destroy1_warp
. Set it's particle effect name to warp_explosion1
. And Start Disabled flag to to Yes.
Now place an env_screenoverlay entity. Name it 1orb
. Set overlay name to overlays/orbs/1orb
and make sure the Overlay Duration fields are set to 0 seconds. We use image overlays to display the '1/12 Orbs Collected' in the official maps but you can use a game_text if desired.
Now place an ambient_generic entitiy. Set it's sound to ambient/levels/labs/electric_explosion4.wav
. Name this entity orb_explode_snd
Create a small trigger_once brush over the orb sprite. Shaped around it, so it looks like you hit the orb when hitting the trigger. Name this trigger orb_trig1
. Now in it's outputs tab add these:
Now that's the Orb itself set up. Now Place a math_counter entity and name it orb_math
. With it's following fields set to:
- Start Disabled: No
- Initial Value: 0
- Minimum Legal Value: 0
- Maximum Legal Value: 1 (or more if you are using more orbs)
We'll add the outputs for the orb_math in after the next bit.
place a logic_case entity and name it Orb_score_case
. In it's field named Case 01, add 1. (add the rest for Case_02 - 2, Case_03 - 3 and so on for more orbs.)
Now in this entity add these outputs:
My Output > Target Entity Target Input Parameter Delay Only Once OnCase01 1orb StartOverlays None 0.00 No OnCase02 1orb StopOverlays None 0.00 No
Although this tutorial is for 1 orb, we'll still add the OnCase02 StopOverlays, assuming your doing more. Note you always need to stop the older overlay when calling a new one because they will just display over each other otherwise.
Now back to that orb_trig1 brush, add these output:
My Output > Target Entity Target Input Parameter Delay Only Once OnStartTouch orb_math Add 1 0.00 No
Now open the orb_math entity and add these output:
My Output > Target Entity Target Input Parameter Delay Only Once OutValue Orb_score_case InValue None 0.00 No
Conclusion
That is the base of the game mode done, you should have 1 orb ready for hunting! Repeat the process to get more orbs.

See Also
- "Dreamball SDK/SDK_content/mapsrc/sp_orb1.vmf" - example map for Orb Hunt
- List of Dreamball Particles
- Dreamball Level Creation