- Jun 7, 2016
- 9
- 4
Hello everyone, i'm quite new to this community but i think i might add something to it.
Some weeks ago, muselk has created like five servers of his engies vs zombies gamemode (if you don't know much about this see this video:
View: https://www.youtube.com/watch?v=VgxlOJ-zv0I
)
Unfortunately those are nearly constantly full and muselk keeps the server's mod for himself.
But after some hours of work i found a way to implement this gamemode just using hammer and a few server's cvar settings.
Let's begin.
1): Download this archive containing all the prefabs you will need.
https://mega.nz/#!tJBxxbgT!Ci64u8wieCuaRFDw-zYOxgvCLZmTmQ2sZ3cWRkK6DIM
Uncompress it to your prefabs's directory.
2) Take the vmf of the map you want to adapt.
Open it using hammer.
2.1
Delete all things on the map that allows players to win/loose the game or to change their spawnroom (including but not limited to control points triggers, carts, etc)
2.2
Go to the first blue spawn room, delete all the info_player_teamspawn of the room and put the "z_bluspawn" i gave you in it. Do the same with the prefab named "z_redspawn" inside the first red spawn room.
2.3
Using the prefab named "z_mapFillers", fill The WHOLE map. The "whole" part is crucial here. This is a prefab composed of some layers of trigger. MAKE SURE that ALL the layers of it are touching the level's lowest floor. If not, engies will be able to build sentries.
2.4
Add the prefab "z_entities" anywhere on your map.
2.5
If you're sure there is no "team_round_timer" on the map, it's done for the editing part(EDIT: you will need to set the round time for the team_round_timer you've just added to the red spawn room to 600 instead of 6000). Else, you will find the one that's already in the map and you will add the following outputs to it:
And delete the one you've just put in z_entities.
All right now all the map implementation of the gamemode is done, you can compile your beautiful map. One last step though.
3): Server Cvars.
To make everything run fine and with no problem you will have to give the following values to the following Cvars:
mp_respawnwavetime 0
mp_teams_unbalance_limit 0
mp_autoteambalance 0
That's it, your server should handle the game perfectly.
Final Note:
If you test alone, it's normal you can't stay red, it's to always make sure there are players in blue team.
If you test your map using bots, the game will be screwed up; the point_clientcommand used in the prefab pack doesn't work on bot and god knows why, when using bots, my team_filters don't seem to be working anymore...
PS: i'm currently studying for my finals so i didn't have much time to test it out hence there still might some issues.
On setup start, the map will choose three red players to join blue team, it is not a mistake.
I'm belgian, i don't speak english in my everyday life (i speak french not dutch nor german nor flammish) so forgive me for my poor vocabulary.
It'd be great if there was a specific prefix for the maps on this gamemode to distinguish them from the others.
Something like zve_mapname (for Zombie (medics) vs Engineers) .
Some weeks ago, muselk has created like five servers of his engies vs zombies gamemode (if you don't know much about this see this video:
)
Unfortunately those are nearly constantly full and muselk keeps the server's mod for himself.
But after some hours of work i found a way to implement this gamemode just using hammer and a few server's cvar settings.
Let's begin.
1): Download this archive containing all the prefabs you will need.
https://mega.nz/#!tJBxxbgT!Ci64u8wieCuaRFDw-zYOxgvCLZmTmQ2sZ3cWRkK6DIM
Uncompress it to your prefabs's directory.
2) Take the vmf of the map you want to adapt.
Open it using hammer.
2.1
Delete all things on the map that allows players to win/loose the game or to change their spawnroom (including but not limited to control points triggers, carts, etc)
2.2
Go to the first blue spawn room, delete all the info_player_teamspawn of the room and put the "z_bluspawn" i gave you in it. Do the same with the prefab named "z_redspawn" inside the first red spawn room.
2.3
Using the prefab named "z_mapFillers", fill The WHOLE map. The "whole" part is crucial here. This is a prefab composed of some layers of trigger. MAKE SURE that ALL the layers of it are touching the level's lowest floor. If not, engies will be able to build sentries.
2.4
Add the prefab "z_entities" anywhere on your map.
2.5
If you're sure there is no "team_round_timer" on the map, it's done for the editing part(EDIT: you will need to set the round time for the team_round_timer you've just added to the red spawn room to 600 instead of 6000). Else, you will find the one that's already in the map and you will add the following outputs to it:

And delete the one you've just put in z_entities.
All right now all the map implementation of the gamemode is done, you can compile your beautiful map. One last step though.
3): Server Cvars.
To make everything run fine and with no problem you will have to give the following values to the following Cvars:
mp_respawnwavetime 0
mp_teams_unbalance_limit 0
mp_autoteambalance 0
That's it, your server should handle the game perfectly.
Final Note:
If you test alone, it's normal you can't stay red, it's to always make sure there are players in blue team.
If you test your map using bots, the game will be screwed up; the point_clientcommand used in the prefab pack doesn't work on bot and god knows why, when using bots, my team_filters don't seem to be working anymore...
PS: i'm currently studying for my finals so i didn't have much time to test it out hence there still might some issues.
On setup start, the map will choose three red players to join blue team, it is not a mistake.
I'm belgian, i don't speak english in my everyday life (i speak french not dutch nor german nor flammish) so forgive me for my poor vocabulary.
It'd be great if there was a specific prefix for the maps on this gamemode to distinguish them from the others.
Something like zve_mapname (for Zombie (medics) vs Engineers) .
Last edited: