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Spawn specific zombie types?
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01-23-2010, 02:54 AM
Post: #1
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Spawn specific zombie types?
Can someone tell me the basics to spawning these specific zombie types?
FEMALE BOOMER, never seen this one myself.. http://i589.photobucket.com/albums/ss332...boomer.jpg JIMMY GIBBS? Screamer?? (if that is even in number 2 or can be added in?) And Mudmen?? Riot COPS? Clowns? (I've already worked out how to spawn tanks, chargers, witches, default zombies, jockeys, smokers, male boomers, spitters on command but not the above ones.) And are there any more uncommon zombies that i've missed in that list? Also my multiplayer scavenge map, spawns tanks, but the AI handles them at the moment, how do i let a online player control a spawned Tank in the event it gets triggered? |
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1 user says Thank You to bloke28 for this post |
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01-23-2010, 05:41 AM
Post: #2
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RE: Spawn specific zombie types?
Ahh..
I'm a genius... lol Nah just joking found this... Infected populations control which kinds of common infected can be spawned in the different sections of your map. Each defined population has a name and a list of model names with associated percentages. The percentages within each population add up to 100% and define how frequently each type of infected should be spawned within the area. For example, the "crescentcity" population is defined as: crescentcity { common_male_tshirt_cargos 30 common_male_tankTop_jeans 20 common_male_dressShirt_jeans 13 common_female_tankTop_jeans 15 common_female_tshirt_skirt 20 common_male_riot 2 } This means that any areas with the name "crescentcity" would spawn approximately: 30%-common_male_tshirt_cargos 20%-common_male_tankTop_jeans 13%-common_male_dressShirt_jeans 15%-common_female_tankTop_jeans 20%-common_female_tshirt_skirt 2%-common_male_riot To specify populations within your map, your nav mesh areas must be given place names corresponding to those defined in population.txt, located within the "scripts" directory of your Left 4 Dead 2 installation. How To Use Them In a Map 1. Load your map in Left 4 Dead 2. 2. Enable cheats by typing "sv_cheats 1" into the console. 3. Type "nav_edit 1" in the console to see the nav mesh. 4. Type "nav_toggle_place_mode" into the console and hit enter (or use "nav_set_place_mode"). You should hear a beep signaling it was turned on. There is a different sound when you disable this. 5. Type "nav_use_place <place name>" in the console. This is like picking the color of a paintbrush in an image editing program. It decides what place name will be used for all of the place commands. This place name will be referred to as your chosen place name. 6. Paint your nav areas. 1. Type "nav_place_floodfill" in the console to flood fill, using the chosen place name, all areas that can be reached from the nav area at which your cursor is pointed (as well as the area at which your cursor is pointed). You should use this first to set your map's default spawn type. For instance, if you're making a New Orleans map but want to fine-tune a few areas, you want to set the entire map to use " crescentcity" so that there are no remaining nav areas using "default". 2. You can paint areas individually using "nav_place_set". 3. You can also turn on a special painting mode with "nav_toggle_place_painting". This command will paint every nav area you look at with the chosen place name. 4. You can use "nav_place_pick" as a sort of eyedropper for your chosen place name. It will pick the place name from the area you are looking at at and use it as your new chosen place name. 7. Type "nav_toggle_place_mode" into the console and hit enter (or use "nav_set_place_mode") to turn place mode off. You'll hear a different sound signifying that it has been turned off. 8. Save the navigation mesh by typing "nav_save" into the console. 9. Use "nav_edit 0" to turn off the nav grid display. List of Useful Commands nav_set_place_mode <0/1> Sets the editor into or out of place mode. Place mode allows labeling of area with place names. nav_toggle_place_mode Toggle the editor into and out of place mode. Place mode allows labeling of area with place names. nav_toggle_place_painting Toggles place painting mode. When place painting, pointing at an area will 'paint' it with the chosen place name. nav_place_list Lists all place names used in the map. nav_mark_unnamed Marks all areas with no place name. Useful for finding stray areas missed while place painting. nav_use_place <optional: place name> If used without arguments, all available place names will be listed. If a place name argument is given, it becomes the chosen place name. nav_place_floodfill Sets the place name of the area at which your cursor is pointed to the chosen place name, and 'flood-fills' the chosen place name to all areas that can be reached from the area at which your cursor is pointed. nav_place_pick Changes the chosen place name to the place of the area under the cursor. nav_place_replace Replaces all instances of the first place name with the second place name. nav_place_set Sets the place name of all selected areas to the chosen place name. List of Official Population Names- default { common_male_tshirt_cargos 30 common_male_tankTop_jeans 20 common_male_dressShirt_jeans 15 common_female_tankTop_jeans 15 common_female_tshirt_skirt 20 } defaultcemetery { common_male_tankTop_jeans 55 common_female_tankTop_jeans 45 } defaultmilltown { common_male_tankTop_jeans 69 common_female_tankTop_jeans 30 common_male_roadcrew 1 } defaultmilltown_mob { common_male_tankTop_jeans 70 common_female_tankTop_jeans 20 common_male_roadcrew 10 } defaultsugarmill { common_male_tankTop_overalls 89 common_female_tankTop_jeans 8 common_male_roadcrew 3 } defaultsugarmill_mob { common_male_tankTop_overalls 80 common_male_roadcrew 20 } defaultmilltown_rain { common_male_tankTop_jeans_rain 69 common_female_tankTop_jeans_rain 30 common_male_roadcrew_rain 1 } defaultmilltown_rain_mob { common_male_tankTop_jeans_rain 70 common_female_tankTop_jeans_rain 20 common_male_roadcrew_rain 7 common_male_mud 3 } defaultsugarmill_rain { common_male_tankTop_overalls_rain 89 common_female_tankTop_jeans_rain 8 common_male_roadcrew_rain 3 } defaultsugarmill_rain_mob { common_male_tankTop_overalls_rain 80 common_male_roadcrew_rain 15 common_male_mud 5 } defaultswamp { common_male_tshirt_cargos 30 common_male_tankTop_overalls 30 common_female_tankTop_jeans 30 common_female_tshirt_skirt 10 } deepswamp { common_male_tshirt_cargos_swamp 25 common_male_tankTop_overalls_swamp 40 common_female_tshirt_skirt_swamp 25 common_male_mud 10 } crescentcity { common_male_tshirt_cargos 30 common_male_tankTop_jeans 20 common_male_dressShirt_jeans 13 common_female_tankTop_jeans 15 common_female_tshirt_skirt 20 common_male_riot 2 } busstation { common_male_tshirt_cargos 30 common_male_tankTop_jeans 20 common_male_dressShirt_jeans 10 common_female_tankTop_jeans 15 common_female_tshirt_skirt 20 common_male_riot 5 } frenchquarter { common_female_tshirt_skirt 40 common_male_tankTop_jeans 58 common_male_riot 2 } ceda { common_male_riot 5 common_female_tshirt_skirt 40 common_male_tankTop_jeans 55 } c1streets { common_female_tshirt_skirt 20 common_female_tankTop_jeans 20 common_male_dressShirt_jeans 10 common_male_tanktop_jeans 25 common_male_tshirt_cargos 20 common_male_ceda 5 whisperingoaks { common_male_tshirt_cargos 20 common_female_tankTop_jeans 45 common_male_polo_jeans 8 common_male_tanktop_jeans 25 common_male_clown 2 } gatorpark { common_female_tshirt_skirt 40 common_male_tankTop_jeans 30 common_male_tshirt_cargos 30 } Jimmy Gibbs Jr. is common_male_jimmy Creating a User-Defined Population Warning :You should never try to create a custom population for your map by editing the game's official left 4 dead 2/left4dead2/scripts/population.txt file. You should never overwrite another user's official population.txt file by including one in an archive with your map or by telling them to modify it themselves. However, embedding one in an add-on VPK is fine as it will not overwrite the official one. Altering the official population.txt file could break it and cause problems with your game installation. It is also possible that this file would be overwritten in an update or by one packaged in a poorly-informed map author's archive, undoing any previous population definitions. Now we all know... I'll try them later ![]() Thanks me, thats okay no problems |
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2 users say Thank You to bloke28 for this post |
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01-23-2010, 10:20 AM
Post: #3
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RE: Spawn specific zombie types?
Heh. Looks like someone copied my tutorial off the wiki and replaced the L4D1 stuff with L4D2 stuff.
http://developer.valvesoftware.com/wiki/...opulations
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1 user says Thank You to Corion for this post |
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01-24-2010, 01:22 AM
Post: #4
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RE: Spawn specific zombie types?
Yeah thanks heaps..
but how can i add my own custom place names to the default population.txt thereby leaving valve's level's alone? tried this last night... in nav mode.. selected all tiles, nav_use_place mydefault said: ambiguous Yet "mydefault" is in my VPK addon's population.txt as with the normal default of valves, hence trying not to change their zombie spawn defaults.. But How? |
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01-24-2010, 03:13 PM
Post: #5
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RE: Spawn specific zombie types?
(01-24-2010 01:22 AM)bloke28 Wrote: Yeah thanks heaps..I do not yet know if it is possible to have custom populations. I'd e-mail Chet Faliszek or the mailing list and ask about it. I haven't actually done anything with the VPK's and I won't be messing with it for a while, so you're just going to have to keep experimenting on your own. Sorry. :0( The only thing I can think of is to make sure you are keeping the exact same file structure within your VPK file. i.e. if the population.txt file is in "left4dead/scripts", make a folder in your vpk and name it "scripts" and then put your custom population.txt in there. I think people have tried it already and it failed, but I'm not certain, so it's worth checking out. Let us know if you find the answer.
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01-24-2010, 11:03 PM
(This post was last modified: 01-24-2010 11:04 PM by bloke28.)
Post: #6
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RE: Spawn specific zombie types?
Kewl thanks man, It works when i moddify the defaults, but I only want my level effected as i'm adding riots, fallen survivors, and jimmy gibbs, and clowns .... all the hard ones
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01-25-2010, 12:48 AM
Post: #7
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RE: Spawn specific zombie types?
(01-24-2010 11:03 PM)bloke28 Wrote: Kewl thanks man, It works when i moddify the defaults, but I only want my level effected as i'm adding riots, fallen survivors, and jimmy gibbs, and clowns .... all the hard ones 2 things: 1. affected, not effected. sorry, im just like that 2. make sure the infected you add fit in witht eh environment and are balanced. putting clowns in a rural map makes no sense, and jimmy gibbs is supposed to be a unique infected. Also, if you have riot cops make sure you dont have ceda tents, because ceda and military dont seem to like each other. also, make sure that you consider having the fallen survivor in your map, it's not in any of the official maps for a reason. 1- apparently it's quite buggy, although that's probably because it wasn't included in the game. 2 - it was not right for the game. The boomer was included to make people think before mindlessly shooting everything. The fallen survivor (lol irony) was not included because it heavily infringed on this role. |
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01-25-2010, 01:04 AM
Post: #8
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RE: Spawn specific zombie types?
Well its in a cemetery so I people die there, not far to take em... lol
But yeah don't care if it fits in to great, wanna be different not the same as a normal valve level.. I just Hope we aren't only limited to using only there area names, therefore making population mods not possible without AFFECTING other levels too Emailed that valve like u suggested, awaiting an answer, i'll let you know when I know..
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01-30-2010, 12:37 PM
Post: #9
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RE: Spawn specific zombie types?
Any news on this yet? I really want to add Clowns and Ceda Agents to my soon-to-be-alpha Scavenge map.
![]() Don't sweat the petty things and don't pet the sweaty things -D. |
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03-15-2010, 04:23 AM
Post: #10
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RE: Spawn specific zombie types?
very long post dude
Dylan |
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