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Bottiger

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This is a reference guide for Skial specific features for Zombie Escape.

If you are new to mapping please refer to this guide instead.

https://www.skial.com/threads/beginner-guide-to-making-zombie-escape-maps.92168/

Available point_servercommands

ze_map_say {message}
  • It sends a message to the chat, so that players can read it and get info/instructions through the chat.
  • It is similar to the say command, but has extra features.
  • COMMAS ARE NOT ALLOWED. Anything after the comma disappears. I am not sure if this can be fixed by escaping or quoting.
  • Colors can be found here https://www.doctormckay.com/morecolors.php
  • Example: ze_map_say {olive}[MAP INFO]{default} xyzmessage
  • Example: ze_map_say {pink}Hello {green}there {default} blah
ze_map_timer {seconds}
  • It creates a countdown on the hud that is at the top of players screens.
  • The countdown text says "Defend for X" seconds.
  • It disappears when it reaches 0.
  • You can run this command even if the previous timer hasn't reached 0 yet.
  • Example: ze_map_timer 30 this will set a countdown of 30 seconds no matter how many seconds were left.
  • Example: ze_map_timer 0 this will hide the countdown.
sm_extend_map_add_extension
  • Add the option to extend the map again. Default extension count for every map is currently 1. Every time you run this command, it will go up by 1 so don't keep using this command.
  • Please don't use this unless you are absolutely sure your map takes more than 1 hour to clear.
  • Example: sm_extend_map_add_extension
ze_map_boss_bar {name of something that has HP like base_boss or func_breakable or math_counter}
  • Display a TF2 boss HP bar on the screen. Will disappear when hp is down to 0.
  • You will need to run this command again if the bar hits 0 and you added hp to the boss later.
  • Also makes grenades explode when it comes in contact with the first entity. Normally grenades bounce off everything except a base_boss.
  • ONLY 1 bar can show at a time. Running this command again will switch the bar to the newest boss.
  • Example: ze_map_boss_bar boss_breakable1
ze_map_boss_connect {name of prop_dynamic func_physbox func_physbox_multiplayer func_breakable maybe more} {name of math_counter}
  • Connects something that takes damage and subtracts that damage from a math_counter
  • This is used for many bosses that use OnHealthChanged to subtract 1 from the boss. If you replace this system, be sure to delete the OnHealthChanged output and scale the HP of the boss up.
  • Also makes grenades explode when it comes in contact with the first entity. Normally grenades bounce off everything except a base_boss.
  • You can connect as many as you like and they will all work at the same time.
  • DOES NOT display a boss bar.
  • Example: ze_map_boss_connect boss_phys1 boss_counter1
ze_map_boss_grenade_on {name of an entity}
ze_map_boss_grenade_off {name of an entity}

  • Makes grenades explode when they touch the specified entity. This is because grenades normally bounce off everything except base_boss and many maps do not use that.
  • You can turn on grenade explosions on as many objects as you want.
Fancy Ladders

func_ladder does not work on TF2, so here is a way to make a decent replacement. Make a func_brush, with the name zeladder anywhere to make it a climbable ladder. Example: blah_zeladder_123.

To climb these ladders, you just look up and press W. To climb down, release all keys, or look down and press W.

  • If you want to make ladders only climbable by a certain team, you need to include survivor or zombie in their name.
  • These ladders can be disabled and they will be invisible to sight and touch until enabled.
  • Leave the solidity as Toggle. The ladder will not work if set to non-solid.
  • You must set Render Mode to Don't Render if you use a trigger texture instead of nodraw.
  • You can delete these brushes and players will fall off. Players that change teams on a team specific ladder will remain on the ladder.

Here is an example:

mRLMohb.jpg


Multiple Stages

Do you want multiple stages in your map where if you beat 1 stage, you'll go on to the next stage? And start at the same stage if failed and not the very first stage?

Download this VMF and copy and paste the 5 entities into your map. These entities are setup in a special way so that the math_counter that keeps track of the level does not change after the round restarts.

https://www.skial.com/public/stages.vmf

  • math_counter name levelcounter:
    this is the math counter that specifies the current level. Set the number here to change the level next round.
  • logic_case name levelcase:
    this is the case that specifies what to do at each level. You should change this to do things like enable a spawn teleport to a new area or changing the origin of the info_teleport_destination.
  • point_template name leveltemplate: do not change, magic to stop the counter being deleted when the round ends.
  • info_target name levelinit: do not change, magic to stop the counter being deleted when the round ends.
  • logic_auto: do not change. you can merge this with another logic_auto that doesn't get disabled.

Do something only when the map starts and not between round changes.

Make an info_target, add the actions as "OnUser1" inputs. Add one to delete itself.

Then in a logic_auto, fire the User1 output to the info_target in OnMapSpawn.

The object will delete itself and won't be recreated on subsequent rounds because info_targets are "persistent" entities that aren't delete and recreated between round. A similar track is used for a multi-stage map.

Making players faster or slower

You can use player_speedmod on our servers. https://developer.valvesoftware.com/wiki/Player_speedmod

We recommend you use trigger_stun if you just want to slow players down though. player_speedmod is the only way to make players faster though.

Pickups / Items

Please contact me for details
 
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