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TF2 Creating an Entity Spawn Manager


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Oshizu
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Join Date: Nov 2012
Location: Warsaw
Old 05-31-2013 , 18:17   Re: TF2 Creating an Entity Spawn Manager
Reply With Quote #11

Maybe just use sourcemod plugin to control their spawning etc. and make stuff like waves, amounts managed by config file example configs/zombiehorde/cp_manor_event.cfg
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Powerlord
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Join Date: Jun 2008
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Old 05-31-2013 , 20:51   Re: TF2 Creating an Entity Spawn Manager
Reply With Quote #12

It may be worth checking out a decompiled version of cp_manor_event to see how the map spawns the horsemann. It may be that entity_spawn_manager only works on things derived from certain classes... it was originally added to the game to randomize pumpkin bomb spawns on koth_harvest_event. I haven't checked which classes pumpkin bomb and tf_zombie each inherit.
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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 06-01-2013 , 10:20   Re: TF2 Creating an Entity Spawn Manager
Reply With Quote #13

https://developer.valvesoftware.com/...v_entity_maker

https://developer.valvesoftware.com/wiki/Point_template

works with about any entity
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Requiesta
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Join Date: May 2012
Location: Texas
Old 06-01-2013 , 14:44   Re: TF2 Creating an Entity Spawn Manager
Reply With Quote #14

Hm it's a thought but there's a serious problem with that method. You can't create tf_zombie entities in hammer. They are listed as npcs and every attempt I've made to create them comes up short. Thus you can't actually store them in a point_template. You can only spawn them like npcs.
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Last edited by Requiesta; 06-01-2013 at 14:44.
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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 06-02-2013 , 01:27   Re: TF2 Creating an Entity Spawn Manager
Reply With Quote #15

add them to hammer's FGD manually perhaps?
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