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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.

Image:Note.pngNote: These Dogs should be added to all MP maps encase a player decides to use the 'perk'

[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
Image:Note.pngNote: Having more spawns makes the dog spawning a bit more random as only 4 can spawn at once

[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
Image:Note.pngNote: These can be placed up to 256 units apart maximum

[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.

Image:Note.pngNote: These path_nodes can be up to 256 units apart

[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)

[edit] Common Errors

[edit] Links

[edit] Download Prefabs

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