CoD WW: Verruckt Blockers
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Blockers
Blockers are buyable furniture in the map. These aren't prefabbed because they aren't always the same and can differ depending on how a mapper wants to set them up.
Model
Start off by making a script_model, and assigning any model you want to block the path. Then you'll need to give it some KVPs.
Required:
"script_linkTo" "" "spawnflags" "1" "targetname" ""
Optional:
"script_firefx" "poltergeist" "script_fxid" "large_ceiling_dust" "script_noteworthy" "jiggle"
script_linkTo and targetname are left blank up above because it will be different for each furniture piece (hence a reason why there are no prefabs). They will be referenced in the Move Location section right below on how to properly set them up.
Move Location
You'll need to make a script_struct on where you want the blocker to move when triggered. You'll have to give a KVP:
"script_linkName" ""
The script_linkName should match up to the number as the script_linkTo on the blocker. You'll see a red line connected from the blocker to the struct when both are entered.
Buy Trigger
You'll then need to make triggers for players to buy the blocker, depending on how your map is laid out, you typically need to make two trigger_uses on both sides (in case the players unlock a different part of the map and come from the other side, depends on your map). Any triggers you want to use for that particular blocker will need a few KVPs:
"targetname" "zombie_debris" "zombie_cost" "" "target" ""
The target should match up to the targetname on the blocker. Once the triggers are set, you should see red lines connecting to the blocker.
zombie_cost you define on your own based on how much money you want required. These are the defined values (if you want a different price, you'll have to edit a string into the the zombie.STR in raw\english\localizedstrings):
| 100 | 200 | 250 | 500 | 750 | 1000 | 1250 | 1500 | 1750 | 2000 |
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