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Understanding the entities, where to start?


10 replies to this topic

#1 Dementei

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Posted 30 November 2010 - 10:19 PM

Hey guys, I am enjoying the mod, can't wait to see more.
Anyhow I decided to take up making a small map for experimental purposes, it's interesting to see how it all works.

I decompiled a couple maps to see what's up and I was a bit confused on what's what, I had checked several entities outputs and inputs seeing how it all came together.
Then I got the entity reference vmf, that helped a bit more on understanding to make a button for the GM to spawn enemies.
I noticed there were many many logic_relays set to force cooldown when pressing one of the buttons, like they were all connected and I understand that I think.
But what I need help with, possibly a good enough tutorial, is in steps on making a bomb site with all the goodies and any other objective-like things.
I need to understand to broaden my possibilities when making a map for OW.

You have information about the entities sure, but to have tutorials and steps on how to piece them together would greatly help the mapping community for this mod.
And so I would gladly appreciate more tutorials for pretty much making any objective in OW.
Thank you.

Edit: Also I need help with which entity can equip all players with weapons at the beginning of a new round. (I was thinking game_player_equip and a logic_auto_ow but I am not sure.)
Edit 2: I am new at working with these entities, I am used to making simple deathmatch maps, or defuse maps for CSS haha. All these logic_relays give me a headache.
Edit 3: Anddd I have noticed there is some logic with the amount of players to spawn a certain amount of enemies/items, no idea how to get that addition.

#2 The Joker

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Posted 30 November 2010 - 10:45 PM

View PostDementei, on 30 November 2010 - 10:19 PM, said:

Hey guys, I am enjoying the mod, can't wait to see more.
Anyhow I decided to take up making a small map for experimental purposes, it's interesting to see how it all works.

I decompiled a couple maps to see what's up and I was a bit confused on what's what, I had checked several entities outputs and inputs seeing how it all came together.
Then I got the entity reference vmf, that helped a bit more on understanding to make a button for the GM to spawn enemies.
I noticed there were many many logic_relays set to force cooldown when pressing one of the buttons, like they were all connected and I understand that I think.
But what I need help with, possibly a good enough tutorial, is in steps on making a bomb site with all the goodies and any other objective-like things.
I need to understand to broaden my possibilities when making a map for OW.

You have information about the entities sure, but to have tutorials and steps on how to piece them together would greatly help the mapping community for this mod.
And so I would gladly appreciate more tutorials for pretty much making any objective in OW.
Thank you.

Edit: Also I need help with which entity can equip all players with weapons at the beginning of a new round. (I was thinking game_player_equip and a logic_auto_ow but I am not sure.)
Edit 2: I am new at working with these entities, I am used to making simple deathmatch maps, or defuse maps for CSS haha. All these logic_relays give me a headache.
Edit 3: Anddd I have noticed there is some logic with the amount of players to spawn a certain amount of enemies/items, no idea how to get that addition.

I can assist you with the triggers for Overwatch, reply to this thread and make a list of everything you want done, I'll help you to the best of my ability.

#3 Jgoodroad

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Posted 30 November 2010 - 11:23 PM

same here

EDIT: except on objectives... I still don't get those things...

#4 Dementei

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Posted 01 December 2010 - 12:29 AM

I'd like the steps for:

  • Bomb/Defuse - Objective
  • Destroy Object - Objective
  • Equipping Weapons at Round Start
  • Explain what OW uses logic_relays all for (and maybe info nodes, but there's this)
  • Amount of players auto adjusts settings accordingly in the map (for spawns/items/blah)
  • And I'd like more ideas for objectives, to keep the possibilities endless.

There's more I just can't think of any, help me out here Jgood.

#5 The Joker

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Posted 01 December 2010 - 01:18 AM

View PostDementei, on 01 December 2010 - 12:29 AM, said:

I'd like the steps for:

  • Bomb/Defuse - Objective
  • Destroy Object - Objective
  • Equipping Weapons at Round Start
  • Explain what OW uses logic_relays all for (and maybe info nodes, but there's this)
  • Amount of players auto adjusts settings accordingly in the map (for spawns/items/blah)
  • And I'd like more ideas for objectives, to keep the possibilities endless.

There's more I just can't think of any, help me out here Jgood.

Equipping weapons at Round Start
- Make a player_start_equip
- Go to its Properties
- Disable SmartEdit
- Click the "Add" button
- Enter a weapon name where it says Key(weapon_smg1)
- Where it says Value, put 0, this will create the weapon with one full clip and no ammo in reserve
- For all the weapons you want, add separate entrys
- NOTE: These are the weapon names for a default OW map
  • weapon_smg1
  • weapon_crowbar
  • weapon_shotgun
  • weapon_pistol
logic_relays and their purpose
logic_relays are used as central hubs for objectives/spawns etc. When a gm_button is clicked, a cooldown must be initiated for all the special abilities/spawns in the stage(e.g. there are 2 spawns in stage one, one of them is initiated, that spawn sends an output to the relay, which triggers a cooldown to all of the spawns in the stage, hence the cooldown will be initiated for the current one and the other one)

info_node_hints and their purpose

info_node_hints are essential to efficient and accurate NPC commands from the GM. Place info_node_hints all across the floor of the map to make it so that the NPC's can find their way to the target destination as ordered by the GM. They will NOT move efficiently, quickly, or accurately without info_node_hints. Same applies for info_node_hint_air for air units(manhacks, helicopters, gunships)

ideas for objectives
- Go somewhere, someone wins,
- Blow something up, someone wins
- Kill a specific target, someone wins
- Bring something to someone/somewhere, someone wins
- Press a button, someone wins
- Get on a train and leave, someone wins

amount of players adjusts settings in the map

I'll get more in-depth later on weapons later, but below is the weapon spawn, and for weapons, basically an entity takes the alive Rebel count on game startup, and sends an output to a logic_case, which changes the affected weapon placement/special OW weapon(riot shield, Medic's Health Charger) and they need to be set up for each weapon placement/OW weapon

- Scaling the number of NPCs that spawn based on the number of player is complex. When the GM spawns NPCs the game will check how many Rebels are alive via a game_player_count_ow which sends a value to a logic_case. The logic_case determines how many NPCs should be spawned based on how many rebels are alive.

Example system: metropolice

1) Add a game_player_count_ow and name it 'metropolice_pcount'. Add a logic_case and name it 'metropolice_pcount_case'.

2) Add the following output to your game_player_count_ow...

OnGetAlivePlayerCount | metropolice_pcount_case | InValue

3) For the properties of your logic_case enter the following...

OnCase01 | 1
OnCase02 | 2
OnCase03 | 3
OnCase04 | 4
OnCase05 | 5
OnCase06 | 6

4) For the output of your logic_case enter the following...

OnCase01 | metropolice_maker | SpawnMultiple | 1
OnCase02 | metropolice_maker | SpawnMultiple | 1
OnCase03 | metropolice_maker | SpawnMultiple | 2
OnCase04 | metropolice_maker | SpawnMultiple | 2
OnCase05 | metropolice_maker | SpawnMultiple | 3
OnCase06 | metropolice_maker | SpawnMultiple | 4
OnDefault | metropolice_maker | SpawnMultiple | 5

(The OnDefault is triggered when there are 7 rebels)

5) Modify the output of the env_gm_button to...

OnPressed | metropolice_pcount | GetAlivePlayerCount

6) Done!

#6 Dementei

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Posted 01 December 2010 - 03:16 AM

Thank you very much Joker, that's covered a lot. This surely helps.
I understand much clearly on how these entities work together.

So far out of the list that has been covered:

  • [ ]Bomb/Defuse - Objective
  • [ ]Destroy Object - Objective
  • [X]Equipping Weapons at Round Start
  • [X]Explain what OW uses logic_relays all for (and maybe info nodes, but there's this)
    I'd like more info on how to set up these logic_relays when pressing one button to force cooldown the rest.
  • [X]Amount of players auto adjusts settings accordingly in the map (for spawns/items/blah)
  • [X]And I'd like more ideas for objectives, to keep the possibilities endless.

Now we just need the know-how on actually putting the objectives together.

#7 braddollar

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Posted 01 December 2010 - 04:59 AM

View PostDementei, on 01 December 2010 - 03:16 AM, said:

  • [ ]Bomb/Defuse - Objective
  • [ ]Destroy Object - Objective

Well you could do a bomb / defuse objective with a momentary_rot_button, or func_button depending on how you wanted the objective to work. A momentary_rot_button would let you send outputs OnPressed and OnUnpressed. This way you could say enable a logic_timer OnPressed when they are using the bomb, and then if they release the bomb to defend themselves it fires an output OnUnpressed to disable the logic_timer. You make the logic_timer add to a math_counter every second, and then have the math_counter fire an output when it reaches your desired level. After your first math_counter hits max for the players "arming" the bomb, then have it start another logic_timer for the bomb counting down to explode. Once it reaches it's timer it triggers an env_explosion. If you just wanted it to be really simple you could do it with a func_button that fired an output OnPressed.

A destroy objective you could do with a func_button that is set to activate on damage, and then fire outputs. You could also accomplish it with a func_breakable that is set to send outputs OnBreak. The OnBreak could trigger an env_explosion, or whatever. You could use filters to determine what can damage the button or breakable, such as grenades.

#8 Dementei

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Posted 03 December 2010 - 09:11 PM

View PostThe Joker, on 01 December 2010 - 01:18 AM, said:

Equipping weapons at Round Start
- Make a player_start_equip
- Go to its Properties
- Disable SmartEdit
- Click the "Add" button
- Enter a weapon name where it says Key(weapon_smg1)
- Where it says Value, put 0, this will create the weapon with one full clip and no ammo in reserve
- For all the weapons you want, add separate entrys
- NOTE: These are the weapon names for a default OW map
  • weapon_smg1
  • weapon_crowbar
  • weapon_shotgun
  • weapon_pistol

Hey I was just going to try this out but it seems there is no player_start_equip entity.
What to do now? I am using the Overwatch fgd as well.

#9 braddollar

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Posted 03 December 2010 - 09:25 PM

View PostDementei, on 03 December 2010 - 09:11 PM, said:

Hey I was just going to try this out but it seems there is no player_start_equip entity.
What to do now? I am using the Overwatch fgd as well.

game_player_equip

#10 The Joker

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Posted 03 December 2010 - 10:08 PM

View Postbraddollar, on 03 December 2010 - 09:25 PM, said:


Yeah, thats what it is. I apologize for getting the name wrong.

#11 Dementei

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Posted 05 December 2010 - 06:22 PM

View Postbraddollar, on 03 December 2010 - 09:25 PM, said:


Oh right, okay actually I had first tried it with this but I forgot to turn off SmartEdit.. haha.
Thanks.





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