tf_zombie_spawner

Discussion in 'Mapping Questions & Discussion' started by Zombiemaker, Jun 2, 2015.

  1. Zombiemaker

    Zombiemaker L1: Registered

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    How do I get this entity in hammer to work? Could someone provide a step by step explanation?
     
  2. Kraken

    Kraken Few more zeros and ones for the site to proccess

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    How do you define working? Do you mean it triggers randomly or something else?
     
  3. Zombiemaker

    Zombiemaker L1: Registered

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    What I mean is that I want the tf_zombie_spawner to spawn zombies from the beginning of a round all the way to the end without stopping. Having about 9 zombies alive per spawner and have them spawn another once one dies. I also want them to be the original ones that are hostile to both teams.
     
  4. Kraken

    Kraken Few more zeros and ones for the site to proccess

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    Well i basically only know that you must have a navigation mesh on your map to them being able to move.
     
  5. killohurtz

    aa killohurtz Distinction in Applied Carving

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    Setting up this entity is actually quite simple!

    Once you place the spawner, open up its properties and set the following keyvalues:

    [​IMG]

    - You can leave the name blank if you plan to operate all spawners in the map together; otherwise give it a unique name.
    - A life time of 0 (seconds) will allow the skeletons to live until they are killed.
    - Setting the skeleton count will cap the number of active skeletons for that spawner.
    - Setting infinite spawn to Yes will cause the spawner to replace skeletons as they are killed.
    - There are 2 options for skeleton type, Normal and King. Both of them are the green, hostile-to-both-teams variety.

    After that's set up, then you'll need to add a logic_auto entity. Navigate to the Outputs tab and add the output below. If you left the spawner unnamed, simply put tf_zombie_spawner as the targetname instead, and it will fire the output to all unnamed spawners (it will also be marked as broken in Hammer, but it still works).

    [​IMG]

    Finally, once you compile the map and load it in TF2, type sv_cheats 1 into the console followed by nav_generate. This will create a nav mesh for your map and then reload it, allowing your skeletons to move around.
     
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    Last edited: Jun 2, 2015
  6. Zombiemaker

    Zombiemaker L1: Registered

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    Thank you soooooo much! The map I am making was fully dependant on this, now I can finish it 2 years later. Thank you!