Dreamball:Orb Hunt: Difference between revisions
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== Construction == | == Construction == | ||
First let's create the orb effect. Place a [[ | 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 [[ | 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 [[ | 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 [[ | 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 [[ | 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 itself set up. Now Place a [[ | 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 [[ | 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: | Now in this entity add these outputs: | ||
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{{tip|See the sdk_sp_orb1.vmf example in the "Dreamball Dev Kit/SDK_content/mapsrc/" folder for an example map.}} | {{tip|See the sdk_sp_orb1.vmf example in the "Dreamball Dev Kit/SDK_content/mapsrc/" folder for an example map.}} | ||
==See | ==See also== | ||
*"Dreamball Dev Kit/SDK_content/mapsrc/sdk_sp_orb1.vmf" - an example map for Orb Hunt | *"Dreamball Dev Kit/SDK_content/mapsrc/sdk_sp_orb1.vmf" - an example map for Orb Hunt | ||
*"Dreamball Dev Kit/SDK_content/prefabs/gameplay/orb.vmf" - a basic orb | *"Dreamball Dev Kit/SDK_content/prefabs/gameplay/orb.vmf" - a basic orb |
Revision as of 07:51, 5 January 2024
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 Dev Kit/SDK_content/mapsrc/sdk_sp_orb1.vmf" - an example map for Orb Hunt
- "Dreamball Dev Kit/SDK_content/prefabs/gameplay/orb.vmf" - a basic orb
- List of Dreamball Particles
- Dreamball Level Creation