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World at War: MP Dogs
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[edit] Dogs Of War
Through the perk system players can be rewarded with the opportunity to call in dogs on to the Battle Field in order to help them.
[edit] Integration
[edit] Dog
One dog is placed in Radiant, this is to precache the dog so it can be called from a script later:
Actor>enemy_dog
| key | value | explaination |
| spawnflags | 1 | checks the "spawner" box for you |
| targetname | dog_spawner | refers to a target in script |
| classname | actor_enemy_dog | automatic - defines what entity this is |
| model | german_sheperd_dog | automatic - what model to use |
[edit] Spawn Points
This is where each dog spawns and will run into the map You can have any number but spread them out so a player is dealing with one dog at a time rather than a whole pack.
node>pathnode
keys and values:
script_noteworthy spawn classname node_pathnode
[edit] Nopatrol Node
This is used from the dog spawner up to the entrance point of the level so dogs will run straight into the level before they start 'searching'.
node>pathnode
keys and values:
script_noteworthy classname node_pathnode
[edit] Paths
Just like any AI dogs need to know where they can go, this is done via Path nodes.
node>pathnode
Place these around the map, always place a node inside doorways to help them negotiate. More nodes may be required in tight spaces.
[edit] Traverse
Having a dog simply run into the level and yet stop the plays from leaving the same way is down to level design. Have the dogs jump over an obstacle or jump down into the map off a wall:
misc>prefab>traverse>
wall_hop.map
(this is the only one I've tested for dogs so far)
