Bomb Defusion Scenario - By Raeven0 |
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This tutorial was submited on Aug 14, 2006.
A bomb defusion map is exemplified in the gameplay of de_dust, de_aztec, and de_piranesi: one Terrorist is randomly chosen to spawn with a C-4 charge, and the Terrorists' objective is to plant that C-4 at any bomb site in the map. The Counter-Terrorists have to protect the bomb sites.
If you've got a basic CS:S map with spawn points and optional buy zones, I'll now show you how to turn it into a bomb defusion map.
Creating a bomb target is very similar to making a buyzone. You must create a block , preferably with the texture tools/toolstrigger loaded; this will make the block easily distinguishable in the editor. The final object will be invisible in-game no matter what material you use.
Using the selection tool , click the block you made and press Ctrl and T. The Entity Properties Dialogue Box will appear; pull down the classname menu and choose func_bomb_target. This brush defines the volume within which the bomb can be planted. That's it; a Terrorist with C-4 can now plant the bomb, as long as he's standing within the block you made.

Also, a bomb target can cause things to happen when the bomb explodes, such as explosions, fire, earthquakes, falling pumpkins, etc. This involves some entity I/O, so if you're not familiar with it, read up and come back to this later. To use the bomb's explosion to cause other events (explosions, pumpkins), open the bomb target's properties (select it and press Alt and Enter), open its Outputs tab, and add an output BombExplode. Then, edit that output as you wish in order to create explosions, fire, pumpkins, or whatever you want to happen when the bomb explodes.
For example, if you have a named env_explosion entity in the map, you can set it as the BombExplode output's target, using the input Explode; the env_explosion will be triggered to explode when the bomb explodes within the bomb target. You can define as many BombExplode outputs as you want, so you can also set up inputs for fire and earthquakes.
You can also change the maximum distance from the bomb at which players are damaged. Create an info_map_parameters entity, open its properties (press Alt and Enter, remember?), and edit the Bomb Radius property. This property specifies the distance around the explosion that players are damaged, in world units. The current size of each grid square, in units, is displayed in the bottom right corner of Hammer.
If you'd like to place a target on the ground to mark a bomb target, you can create an infodecal entity, or use the decal or overlay tool to place a decal or overlay. The target texture can be found in the texture browser by searching for target.
You may download a bomb defusion example map, to be loaded and viewed in Hammer, using the following link.
http://www.editlife.net/file.php?download=43
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