Counter-Strike: Global Offensive/Game Modes/Danger Zone: Difference between revisions
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== Fundamental Entities == | == Fundamental Entities == | ||
* '''[[info_gascanister_launchpoint]]''' | * '''[[info_gascanister_launchpoint]]''' | ||
* '''[[info_map_region]]''' | : Point entity to specify location where gas canisters should launch from. | ||
* '''[[point_dz_dronegun]]''' | * '''[[info_map_region]]''' | ||
* '''[[point_dz_parachute]]''' | : Point entity for setting the name of a map region for display. | ||
* '''[[func_hostage_rescue]]''' | * '''[[point_dz_dronegun]]''' | ||
* '''[[func_tablet_blocker]]''' | : Point entity for spawning drone guns. | ||
* '''[[game_survival_logic]]''' | * '''[[point_dz_parachute]]''' | ||
{{note|This entity is not needed for map to work.}} | : Point entity for spawning Parachute upgrade. | ||
* '''[[trigger_survival_playarea]]''' | * '''[[func_hostage_rescue]]''' | ||
{{ | : A trigger volume for hostage rescue zone. | ||
* '''[[func_tablet_blocker]]''' | |||
:{{note| | : A trigger volume that disables Tablets for players inside of it. | ||
* '''[[game_survival_logic]]''' | |||
:{{ | : An entity that will fire outputs when events happen during Survival Mode. For example playing [[ambient_generic]] after missiles launch. | ||
:{{note|This entity is not needed for map to work.}} | |||
:{{note|This entity takes damage by default, Valve used [[filter_damage_type]] with '''Blast''' '''Allow''' to | * '''[[trigger_survival_playarea]]''' | ||
* '''[[point_dz_weaponspawn]]''' | : A trigger volume that defines the bounds of the survival play area. | ||
:{{note|What kind of | :{{warning|The minimum size of this brush is 13440x13440 units, smaller size will '''crash''' the game after deploying.}} | ||
:{{warning|Brushes that are not 16384x16384 need to change [[cvar]] <code>sv_dz_zone_hex_radius</code> for death zones to line up with tablet map.}} | |||
:{{note|Brush size 16384x16384 uses <code>sv_dz_zone_hex_radius 2220</code>. For other playzone sizes try to divide one axis by '''7.44''' to get cvar number.}} | |||
:{{todo|Figure out cvar number for play areas that are not 16384x16384.}} | |||
* '''[[dz_door]]''' | |||
: Point entity that acts samely to [[prop_door_rotating]], but can be locked and set up with [[prop_counter]] and [[point_dz_weaponspawn]] to create a door that requires money to unlock. | |||
:{{note|This entity takes damage by default, Valve used [[filter_damage_type]] with '''Blast''' '''Allow''' to prevent guns breaking the doors.}} | |||
* '''[[point_dz_weaponspawn]]''' | |||
: Point entity that acts as spawn point for various survival entities. | |||
:{{note|What kind of entities this creates is specified below.}} | |||
== Entities spawned by [[point_dz_weaponspawn]] == | == Entities spawned by [[point_dz_weaponspawn]] == | ||
{{Warning|Placing these manually in Hammer can lead to undesirable effects!}} | {{Warning|Placing these manually in Hammer can lead to undesirable effects!}} | ||
* '''[[func_survival_c4_target]]''' | * '''[[func_survival_c4_target]]''' | ||
* '''[[prop_weapon_upgrade_chute]]''' | : Safe with money. | ||
* '''[[prop_weapon_upgrade_tablet_zoneintel]]''' | * '''[[prop_weapon_upgrade_chute]]''' | ||
* '''[[prop_weapon_upgrade_tablet_droneintel]]''' | : Parachute backpack. | ||
* '''[[prop_weapon_upgrade_tablet_highres]]''' | * '''[[prop_weapon_upgrade_tablet_zoneintel]]''' | ||
* '''[[prop_weapon_upgrade_contractkill]]''' | : Tablet upgrade that shows next safe zone. | ||
* '''[[prop_weapon_upgrade_armor_helmet]]''' | * '''[[prop_weapon_upgrade_tablet_droneintel]]''' | ||
* '''[[prop_money_crate]]''' | : Tablet upgrade that shows drones and their trace. | ||
* '''[[prop_metal_crate]]''' | * '''[[prop_weapon_upgrade_tablet_highres]]''' | ||
* '''[[prop_loot_crate]]''' | : Tablet upgrade that improves zone precision. | ||
* '''[[prop_ammo_box_generic]]''' | * '''[[prop_weapon_upgrade_contractkill]]''' | ||
* '''[[item_cash]]''' | : Contract to kill a player that will reward $500. | ||
* '''[[dronegun]]''' | * '''[[prop_weapon_upgrade_armor_helmet]]''' | ||
* '''[[hostage_entity]]''' | : Armor and Helmet. | ||
* '''[[prop_money_crate]]''' | |||
: Bag with money. | |||
* '''[[prop_metal_crate]]''' | |||
: Metal crate with SMG weapons. | |||
* '''[[prop_loot_crate]]''' | |||
: Can be various crates, utility, explosives, pistols, melees. | |||
* '''[[prop_ammo_box_generic]]''' | |||
: Ammo box. | |||
* '''[[item_cash]]''' | |||
: Stack of banknotes. | |||
* '''[[dronegun]]''' | |||
: Drone turret. | |||
* '''[[hostage_entity]]''' | |||
: A hostage. | |||
== Basic requirements for a DZ map == | == Basic requirements for a DZ map == | ||
'''[[trigger_survival_playarea]]''' | '''[[trigger_survival_playarea]]''' | ||
: That is at least 13440x13440 units big, though 16384x16384 should be used as it's currently Danger Zone default. | |||
'''[[point_dz_weaponspawn]]''' scattered around the map, there needs to be some distance between these otherwise they might fail to spawn. | : At top of this brush is where you start deploying from the blackhawk, after leaving the brush you can press '''E''' to let go of the rope. | ||
: It should be in the air above the playable area, using [[trigger]] texture. | |||
{{Warning|There seems to be a required amount of these in order for the map to not crash the game | '''[[point_dz_weaponspawn]]''' | ||
: These should be scattered around the map, there needs to be some distance between these otherwise they might fail to spawn. | |||
{{note|The number required of these is speculated to be between 90-230. Valve used around 530 on '''Blacksite'''.}} | :{{Warning|There seems to be a required amount of these in order for the map to not crash the game after selecting deployment location.}} | ||
:{{note|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.}} | :{{TODO|Figure out needed amount of entity to prevent crashes.}} | ||
== Limiting area where players can deploy == | == Limiting area where players can deploy == | ||
[[File:dz_blacksite_spawnmask.png|thumb|Spawnmask texture used for Blacksite]] | [[File:dz_blacksite_spawnmask.png|thumb|Spawnmask texture used for Blacksite]] | ||
This is controlled by a ''png'' | This is controlled by a '''png''' that needs to be located in '''csgo/maps/''' with name format '''dz_''mapname''_spawnmask'''. It should represent overview of the map, black filled areas block deploy points. | ||
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== Adding overview image for tablet == | == Adding overview image for tablet == | ||
[[File:tablet_radar_dz_blacksite.jpg|thumb|Tablet overview image of Blacksite]] | [[File:tablet_radar_dz_blacksite.jpg|thumb|Tablet overview image of Blacksite]] | ||
This is controlled by a '''[[vtf]]''' texture that needs to be located in '''csgo/materials/models/weapons/v_models/tablet/''' with name format '''tablet_radar_dz_''mapname''''' | |||
{{note| A [[vmt]] is '''not''' needed.}} | |||
{{note| 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.}} | {{note| 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.}} | :{{TODO| Figure out how to make tablet overview to line up with actual map.}} | ||
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== Adding overview image for deployment selection == | == Adding overview image for deployment selection == | ||
[[File:map_dz_blacksite.png|thumb|Deployment overview image of Blacksite]] | [[File:map_dz_blacksite.png|thumb|Deployment overview image of Blacksite]] | ||
This is controlled by a '''png''' that needs to be located in '''csgo/materials/panorama/images/survival/spawnselect/''' with name format '''map_dz_''mapname'''''. | |||
Revision as of 09:49, 10 December 2018
Template:Otherlang2
Danger Zone is a fast-paced battle royale game mode built on 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.


Fundamental Entities
- Point entity to specify location where gas canisters should launch from.
- Point entity for setting the name of a map region for display.
- Point entity for spawning drone guns.
- Point entity for spawning Parachute upgrade.
- A trigger volume for hostage rescue zone.
- A trigger volume that disables Tablets for players inside of it.
- An entity that will fire outputs when events happen during Survival Mode. For example playing ambient_generic after missiles launch.
Note:This entity is not needed for map to work.
- A trigger volume that defines the bounds of the survival play area.
Warning:The minimum size of this brush is 13440x13440 units, smaller size will crash the game after deploying.
Warning:Brushes that are not 16384x16384 need to change cvar
sv_dz_zone_hex_radius
for death zones to line up with tablet map.Note:Brush size 16384x16384 uses
sv_dz_zone_hex_radius 2220
. For other playzone sizes try to divide one axis by 7.44 to get cvar number.- Todo: Figure out cvar number for play areas that are not 16384x16384.
- Point entity that acts samely to prop_door_rotating, but can be locked and set up with prop_counter and point_dz_weaponspawn to create a door that requires money to unlock.
Note:This entity takes damage by default, Valve used filter_damage_type with Blast Allow to prevent guns breaking the doors.
- Point entity that acts as spawn point for various survival entities.
Note:What kind of entities this creates is specified below.
Entities spawned by point_dz_weaponspawn

- Safe with money.
- Parachute backpack.
- Tablet upgrade that shows next safe zone.
- Tablet upgrade that shows drones and their trace.
- Tablet upgrade that improves zone precision.
- Contract to kill a player that will reward $500.
- Armor and Helmet.
- Bag with money.
- Metal crate with SMG weapons.
- Can be various crates, utility, explosives, pistols, melees.
- Ammo box.
- Stack of banknotes.
- Drone turret.
- A hostage.
Basic requirements for a DZ map
- That is at least 13440x13440 units big, though 16384x16384 should be used as it's currently Danger Zone default.
- At top of this brush is where you start deploying from the blackhawk, after leaving the brush you can press E to let go of the rope.
- It should be in the air above the playable area, using trigger texture.
- These should be scattered around the map, there needs to be some distance between these otherwise they might fail to spawn.
Warning:There seems to be a required amount of these in order for the map to not crash the game after selecting deployment location.
Note: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
This is controlled by a png that needs to be located 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
This is controlled by a vtf texture that needs to be located in csgo/materials/models/weapons/v_models/tablet/ with name format tablet_radar_dz_mapname


- Todo: Figure out how to make tablet overview to line up with actual map.
Adding overview image for deployment selection
This is controlled by a png that needs to be located in csgo/materials/panorama/images/survival/spawnselect/ with name format map_dz_mapname.