Antlions: Random Spawn: Difference between revisions

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==Configuring the entities==
==Configuring the entities==


''Italicized text'' is a flag.
First create an Antlion entity:
---
{{entity-kvalue-start|[[npc_antlion]]}}
{{entity-kvalue-start|[[npc_antlion]]}}
{{entity-kvalue|Name|AntLion|}}
{{entity-kvalue|Name|AntLion|}}
{{entity-kvalue-end}}
{{entity-kvalue-end}}
---
with the following flags set:
{{entity-flag-start}}
{{entity-flag-start}}
{{entity-flag|Start Burrowed|yes|}}
{{entity-flag|Start Burrowed|yes|}}
{{entity-flag|''Template NPC''|yes|}}
{{entity-flag|''Template NPC''|yes|}}
{{entity-flag-end}}
{{entity-flag-end}}
 
Next, configure an entity that triggers inputs if the player is walking on the specified material:
{{entity-kvalue-start|[[env_player_surface_trigger]]}}
{{entity-kvalue-start|[[env_player_surface_trigger]]}}
{{entity-kvalue|Name|SurfaceTrigger|}}
{{entity-kvalue|Name|SurfaceTrigger|}}
{{entity-kvalue|GameMaterialToWatch|sand|}}
{{entity-kvalue|GameMaterialToWatch|sand|}}
{{entity-kvalue-end}}
{{entity-kvalue-end}}
 
and add the following outputs:
This entity triggers inputs if the player is walking on the specified material.
 
Create the following outputs:
 
{{entity-output-start|}}
{{entity-output-start|}}
{{entity-output|OnSurfaceChangedFromTarget|relay_expanse_disablespawn|Trigger||||}}
{{entity-output|OnSurfaceChangedFromTarget|relay_expanse_disablespawn|Trigger||||..if the player starts walking on the surface we have chosen, it triggers the relay OnSurfaceChangedToTarget which enables the npc_antlion_template_maker}}
{{entity-output|OnSurfaceChangedToTarget|relay_expanse_spawn|Trigger||||}}
{{entity-output|OnSurfaceChangedToTarget|relay_expanse_spawn|Trigger||||..and after that that when (or if) the player steps off it, it triggers the relay OnSurfaceChangedFromTarget which stops the spawning}}
{{entity-output-end}}
{{entity-output-end}}


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.
This entity creates the noise when the antlions are emerging:
 
{{entity-kvalue-start|[[ambient_generic]]}}
{{entity-kvalue-start|[[ambient_generic]]}}
{{entity-kvalue|Name|sound_antlion_spawn|}}
{{entity-kvalue|Name|sound_antlion_spawn|}}
Line 59: Line 53:
{{entity-kvalue-end}}
{{entity-kvalue-end}}


This entity creates the noise when the antlions are emerging.
This entity creates the quake when the antlions are emerging:
 
{{entity-kvalue-start|[[env_shake]]}}
{{entity-kvalue-start|[[env_shake]]}}
{{entity-kvalue|Name|shake_antlion_spawn|}}
{{entity-kvalue|Name|shake_antlion_spawn|}}
Line 69: Line 62:
{{entity-kvalue-end}}
{{entity-kvalue-end}}


This entity creates the quake when the antlions are emerging.
This entity actually creates antlions:
 
===npc_antlion_template_maker===
 
{{entity-kvalue-start|[[npc_antlion_template_maker]]}}  
{{entity-kvalue-start|[[npc_antlion_template_maker]]}}  
{{entity-kvalue|Name|antlion_expanse_spawner|}}  
{{entity-kvalue|Name|antlion_expanse_spawner|}}  
{{entity-kvalue|StartDisabled|Yes |....we do not want the template_maker to start spawning at the beginning of the map}}  
{{entity-kvalue|StartDisabled|Yes |..we do not want the template_maker to start spawning at the beginning of the map}}  
{{entity-kvalue|Num. of NPCs||Leave empty because we will check ''Infinite Children'' in flags}}  
{{entity-kvalue|Num. of NPCs||..leave empty because we will check ''Infinite Children'' in flags}}  
{{entity-kvalue|Frequency|0.35|}}  
{{entity-kvalue|Frequency|0.35|}}  
{{entity-kvalue|Max Live NCPs||how many antlions can live at same time, 8 for example}}  
{{entity-kvalue|Max Live NCPs||..how many antlions can live at same time, 8 for example}}  
{{entity-kvalue|Name Of Template NPC|AntLion|}}  
{{entity-kvalue|Name Of Template NPC|AntLion|}}  
{{entity-kvalue|Spawn On HintGroup|antlion_expanse_spawn_nodes|}}  
{{entity-kvalue|Spawn On HintGroup|antlion_expanse_spawn_nodes|}}  
{{entity-kvalue|Spawn Radius|1000|}}  
{{entity-kvalue|Spawn Radius|1000|}}  
{{entity-kvalue|Spawn Target|!player|the target that the antlions will attack}}  
{{entity-kvalue|Spawn Target|!player|t..he target that the antlions will attack}}  
{{entity-kvalue|Ignore Bugbait|No|}}  
{{entity-kvalue|Ignore Bugbait|No|}}  
{{entity-kvalue-end}}  
{{entity-kvalue-end}}  


Now, remember to check:
Now, remember to check the following flag:
 
{{entity-flag-start|}}
{{entity-flag-start|}}
{{entity-flag|Infinite Children|on|}}
{{entity-flag|Infinite Children|on|}}
{{entity-flag||off|}}
{{entity-flag-end}}
{{entity-flag-end}}


Then, add the following output:
Then, add the following output:
{{entity-output-start|}}
{{entity-output-start|}}
{{entity-output|OnAllSpawnedDead|antlion_expanse_spawner|SetMaxChildren|8|9.00||}}
{{entity-output|OnAllSpawnedDead|antlion_expanse_spawner|SetMaxChildren|8|9.00||..that means if all antlions are dead it resets the max number to 8 to prevent any problems}}
{{entity-output|||||||}}
{{entity-output-end}}
{{entity-output-end}}


That means if all antlions are dead it resets the max number to 8 to prevent any problems.
Add first logic_relay:
 
{{entity-kvalue-start|[[logic_relay]]}}
{{entity-kvalue-start|[[logic_relay]]}}
{{entity-kvalue|Name|relay_expanse_spawn|}}
{{entity-kvalue|Name|relay_expanse_spawn|}}
{{entity-kvalue-end}}
{{entity-kvalue-end}}


Add the following outputs, the numbers this time meaning Delay:
with the following outputs:
 
{{entity-output-start|}}
{{entity-output-start|}}
{{entity-output|OnTrigger|sound_antlion_spawn|PlaySound||||}}
{{entity-output|OnTrigger|sound_antlion_spawn|PlaySound||||..if this relay is triggered it plays the sound}}
{{entity-output|OnTrigger|relay_expanse_disablespawn|CancelPending||||}}
{{entity-output|OnTrigger|relay_expanse_disablespawn|CancelPending||||}}
{{entity-output|OnTrigger|shake_antlion_spawn|StartShake||0.10||}}
{{entity-output|OnTrigger|shake_antlion_spawn|StartShake||0.10||..the ground shakes}}
{{entity-output|OnTrigger|antlion_expanse_spawner|Enable||1.00||}}
{{entity-output|OnTrigger|antlion_expanse_spawner|Enable||1.00||..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}}
{{entity-output-end}}
{{entity-output-end}}


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.
Add another logic_relay...
 
Another...
{{entity-kvalue-start|[[logic_relay]]}}
{{entity-kvalue-start|[[logic_relay]]}}
{{entity-kvalue|Name|relay_expanse_disablespawn|}}
{{entity-kvalue|Name|relay_expanse_disablespawn|}}
{{entity-kvalue-end}}
{{entity-kvalue-end}}
 
with the following outputs:
Add the following outputs:
{{entity-output-start|}}
{{entity-output-start|}}
{{entity-output|OnTrigger|sound_antlion_spawn|StopSound||||}}
{{entity-output|OnTrigger|sound_antlion_spawn|StopSound||||..if this relay is triggered, the sound stops}}
{{entity-output|OnTrigger|shake_antlion_spawn|StopShake||||}}
{{entity-output|OnTrigger|shake_antlion_spawn|StopShake||||..the shake stops}}
{{entity-output|OnTrigger|antlion_expanse_spawner|Disable||0.50||}}
{{entity-output|OnTrigger|antlion_expanse_spawner|Disable||0.50||..and the template_maker disables}}
{{entity-output|OnTrigger|relay_expanse_spawn|CancelPending||0.50||}}
{{entity-output|OnTrigger|relay_expanse_spawn|CancelPending||0.50||}}
{{entity-output-end}}
{{entity-output-end}}


This means if this relay is triggered, the sound stops, the shake stops and the template_maker disables.
Another group of entities 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:
 
Another group of entities:
{{entity-kvalue-start|[[info_node_hint]]}}
{{entity-kvalue-start|[[info_node_hint]]}}
{{entity-kvalue|Hint|AntLion Burrow Point|}}
{{entity-kvalue|Hint|AntLion Burrow Point|}}
{{entity-kvalue|Hint Group|antlion_expanse_spawn_nodes|}}
{{entity-kvalue|Hint Group|antlion_expanse_spawn_nodes|}}
{{entity-kvalue-end}}
{{entity-kvalue-end}}
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.


== Notes ==
== Notes ==

Revision as of 06:19, 12 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

First create an Antlion entity:

Class: npc_antlion
Keyvalues Comments
Name AntLion

with the following flags set:

Flag
File:Checkbox-yes.png Start Burrowed
File:Checkbox-yes.png Template NPC

Next, configure an entity that triggers inputs if the player is walking on the specified material:

Class: env_player_surface_trigger
Keyvalues Comments
Name SurfaceTrigger
GameMaterialToWatch sand

and add the following outputs:

My output Target entity Target input Parameter Delay Only once Comments
File:Entity-output-iconOnSurfaceChangedFromTarget.png relay_expanse_disablespawn Trigger ..if the player starts walking on the surface we have chosen, it triggers the relay OnSurfaceChangedToTarget which enables the npc_antlion_template_maker {{{8}}}
File:Entity-output-iconOnSurfaceChangedToTarget.png relay_expanse_spawn Trigger ..and after that that when (or if) the player steps off it, it triggers the relay OnSurfaceChangedFromTarget which stops the spawning {{{8}}}

This entity creates the noise when the antlions are emerging:

Class: ambient_generic
Keyvalues Comments
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 quake when the antlions are emerging:

Class: env_shake
Keyvalues Comments
Name shake_antlion_spawn
Amplitude 2
Effect Radius 500
Duration 3
Frequency 100

This entity actually creates antlions:

Class: npc_antlion_template_maker
Keyvalues Comments
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 t..he target that the antlions will attack
Ignore Bugbait No

Now, remember to check the following flag:

Flag
Checkbox-on.png Infinite Children

Then, add the following output:

My output Target entity Target input Parameter Delay Only once Comments
File:Entity-output-iconOnAllSpawnedDead.png antlion_expanse_spawner SetMaxChildren 8 9.00 ..that means if all antlions are dead it resets the max number to 8 to prevent any problems {{{8}}}

Add first logic_relay:

Class: logic_relay
Keyvalues Comments
Name relay_expanse_spawn

with the following outputs:

My output Target entity Target input Parameter Delay Only once Comments
File:Entity-output-iconOnTrigger.png sound_antlion_spawn PlaySound ..if this relay is triggered it plays the sound {{{8}}}
File:Entity-output-iconOnTrigger.png relay_expanse_disablespawn CancelPending {{{8}}}
File:Entity-output-iconOnTrigger.png shake_antlion_spawn StartShake 0.10 ..the ground shakes {{{8}}}
File:Entity-output-iconOnTrigger.png antlion_expanse_spawner Enable 1.00 ..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 {{{8}}}

Add another logic_relay...

Class: logic_relay
Keyvalues Comments
Name relay_expanse_disablespawn

with the following outputs:

My output Target entity Target input Parameter Delay Only once Comments
File:Entity-output-iconOnTrigger.png sound_antlion_spawn StopSound ..if this relay is triggered, the sound stops {{{8}}}
File:Entity-output-iconOnTrigger.png shake_antlion_spawn StopShake ..the shake stops {{{8}}}
File:Entity-output-iconOnTrigger.png antlion_expanse_spawner Disable 0.50 ..and the template_maker disables {{{8}}}
File:Entity-output-iconOnTrigger.png relay_expanse_spawn CancelPending 0.50 {{{8}}}

Another group of entities 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:

Class: info_node_hint
Keyvalues Comments
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