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

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* '''[[trigger_survival_playarea]]''' - A trigger volume that defines the bounds of the survival play area.
* '''[[trigger_survival_playarea]]''' - A trigger volume that defines the bounds of the survival play area.
* '''[[info_map_region]]''' - Point entity for setting the name of a map region for display.
* '''[[info_map_region]]''' - Point entity for setting the name of a map region for display.
* '''[[point_dz_weaponspawn]]''' - Survival weapon spawn point. {{note|What type of weapon crate spawns is controlled by a config file.}}
* '''[[point_dz_dronegun]]''' - Drone Gun spawning entity for hand placed Drones.
* '''[[func_hostage_rescue]]''' - A trigger volume for hostage rescue zone.
* '''[[dz_door]]''' - Locked door that requires money to open, money requirement is specified in config file.
:{{note|Requires [[prop_counter]] linked to it via keyvalue <code>counter_name ''name_of_prop_counter''</code>. '''[[This Feature is Not Available by Default|!FGD]]'''}}
 
:{{note|Should be used with [[point_dz_weaponspawn]] that has keyvalue <code>tagBehindSteelDoor 1</code> in it to specify the price of door. '''[[This Feature is Not Available by Default|!FGD]]'''}}
 
* '''[[point_dz_weaponspawn]]''' - Survival weapon spawn point.
:{{note|What type of weapon crate spawns is controlled by a config file.}}


== Basic requirements for a DZ map ==
== Basic requirements for a DZ map ==

Revision as of 17:31, 8 December 2018

Template:Otherlang2 Danger Zone is a fast-paced battle royale game mode built on <Counter-Strike: Global Offensive> CS:GO’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: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 keyvalue tagBehindSteelDoor 1 in it to specify the price of door. !FGD
Note.pngNote:What type of weapon crate spawns is controlled by a config file.

Basic requirements for a DZ map

trigger_survival_playarea at least 300 units above the highest point in map, this trigger should cover the whole playable area, 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.

Note.pngNote: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.

Limiting area where players can deploy

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.

Spawnmask texture used for Blacksite












Adding overview image for tablet

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 tabet_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

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


Prefabs