View Full Version : Mapping Entities For Zp
Maveric
06-26-2004, 09:40 PM
Which mapping entities are for ZP?
Where should i put the entities at (suggestions for best gameplay ballance?)
How many of these entities should I place, if necessary?
BTW expect something nice from me on monday. :rolleyes:
(you should look like :huh: and then :lol: otherwise something's wrong with your brain, if you can't figure it out.)
Caboose
06-26-2004, 10:02 PM
I have to know you know what entities are before I can help ya :P You don't sound so sure :P
Maveric
06-26-2004, 11:02 PM
Entities are doors, moveable crates, and other objects that the player can interact with or have some meaningful use in-game. They do not block visibility calculations like normal brushes do, so having a door entity halfway down the hallway wont work out that well.
Which entities are for ZP, and how many of them do i need for my map to work properly for the mod?
I thought my question was strait forward enough... probably too strait forward, eh? :rolleyes:
I just have one more section to do...
Then i'll begin tweaking and other... things, with my map.
Lets just say it's a large map, consuming nearly 70-85% of all available build-space top-down, and 1/5th from the side in VHE... and my original plans were grander. B)
[built in about .8 to 1.7 weeks, i might add; held in my brain for far longer, though, so i had a good mental image...]
Caboose
06-26-2004, 11:07 PM
Just normal HL entities.
You will need to d/l the zp fgd also. It has 2 zp specific entities info_team1 and info _team2
That's IIRC. Havn't been able to check in a few days...
Maveric
06-27-2004, 12:30 AM
I would hope that those two entities specific to ZP (info_team1/info_team2) are all that i need to place...
not like other mods where other special entities are required (res nodes in NS, bomb sites in CS, capture points in DoD, etc)
Caboose
06-27-2004, 12:54 AM
well, one for each spawn you want.. and also you would need to place weapons and junk.
Seph Kimara
06-27-2004, 06:05 AM
For now, those are the only mod specific entities we have so far, though they are critical.
NEO_Phyte
06-27-2004, 07:00 AM
use the modified FGD posted on the forums, it has some of the more useful NS entities (info_texlights, etc)
Maveric
06-27-2004, 10:40 AM
Shotguns, Assualt Rifles, 357's (the other, revolver-like pistol fyi) Grenades and Satchels (only 1!) all with their respective ammo. I also have medpacks and batteries in my level.
Just wondering if these are the weapons that every zombie panic map should have.
Vahn_Paktu
06-27-2004, 03:48 PM
Ideally you need 31 survivor spawns and 31 zombie spawns to support HL max of 32 players
Maveric
06-27-2004, 03:54 PM
Excellent, because i just sent 40 minutes compiling it, and i would hate to have to spend another 40 re-compiling with replaced/altered entites.
Caboose
06-27-2004, 04:22 PM
No, you just would have to add the switch -onlyents to csg when compiling it. It just updates the entities and does nothing else.
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