【English】Introduction
As for the design map, I designed a map for each level and sent it to the creative workshop. You can directly open the VMF file to learn …(workshop item number)/material/vmf/…
[link]If you’ve never been in contact with hammer before
I recommend that you go to YouTube or other video sites to learn about hammer’s basic operating methods
You can also look at the map tutorials of csgo, CSS, L4D2 and other Source engine games, because the differences in the map tutorials of these games are only reflected in the fact that different games have different specialized entities, and what I explained is the usage of BB2
I learned entity usage by decompiling the official map and some of steam’s guidelines. The process of exploring these things was a little painful, so I summarized it and sent it out to prevent myself from forgetting
Set kill target and bandit (1)
First, open the map pickup and play
Then open the VMF file
Let me start with the simplest one, bbc_test_kills_and_bandit
First, make a closed space with the birth entities of human and zombie
Then put the objective entity and set the kill target
This is the simplest design, if it’s a little more complicated, like this
I didn’t use game_manage, As the first objective, don’t forget to select start enable in flag
OK, the target is set, but if you enter the game, no zombies appear and you can’t complete the task, so now
Some options have been explained in hammer, so I don’t need to explain them any more I’ll just explain what is necessary
Flags I didn’t choose start enable because I just want these zombies to be generated in a specific turn
After setting, look at the output option of the first objective
It’s very simple. There are only three
[/table]
Set kill target and bandit (2)
Zombie target and generation are set. Now it’s time to design the trigger for the second round of bandit
Also, believe that smart you must understand all this. OK, now we’re going to set the birth point for bandit
Bandit is generated by entity points. Let me introduce it
This entity is the key to getting bandit forward
Control NPC_ How far is bandit going to attack when you see the player.
I also set up the birth of a NPC friendly, as shown in the picture
It’s the same setting. I don’t need to say much
Take a look at the obj2 trigger
At the beginning of the second round, activate the birth of friendly army and bandit, complete the task, and speak automatically.
That’s the end of the map
Set up pick items
Set the items ,using random points, randomly generated
It should be noted that the model of gasoline tank needs to be added in the… Data / maps / file Only in this way can your items be displayed normally
Another note is that entity to kill in obj 1 is set to custom. In fact, you can write custom123456, not NPC_ Walkers can already have entities in this game. The counting here mainly depends on the trigger_inventory_check. In the BBC_latstand ,it use math_Count entity to count, then end round, or you can.
Born, press the switch, trigger obj 1, and then activate four gasoline tanks, activate their random points, pick up items, go to the car, and then count, the end of the round
Set to generate multiple Fred and escape points
Set pick items to generate a Fred in the first round
In the second round, three Fred will be produced, and then Fred’s music will be played
Third round escape
(to prevent being killed by Fred’s gas wave, I added two blood points. A person kills Fred very slowly. The switch on the left starts to hurt Fred, and the switch on the right turns off the damage.) Points for attention
1. Fred’s appearance music and final escape music also need to be set in… Data / maps / as shown in the previous map
2. Fred needs a target entity to guide the generation. If multiple Fred are generated at the same time, they will be stuck at a point, so my approach is to place multiple info_ boss_ Point, and then let three Fred in order, the interval is 5 seconds,
of course, Another method is to put an npc entity first, and then trigger the call, which is implemented in the next map
3. As I said before, the obj entity will not record the killing of the map authority, so the entity to kill set by me is still custom, and then use logic_ boss_ Spawner counts, taking into account the accidental death of Fred.
4. Set the escape point in the game_ Manage to end the game. Add parameter 1 to end the game. Of course, you use game_ end entity can also end the game.but the ranking will not be displayed.
Stick to a certain area and a boss with a gun
Easy
The boss setting can directly use the npc_spwan entity, but the accidental death of the boss is uncountable, so I trigger the npc entity
Final finishing work
It is often a time-consuming project, which consumes even longer than the making itself. This is indispensable for a good map. Repeated corrections and testing with players. It is recommended to set the training mode in the hammer, which can be more Conveniently perform single-player testing [no infection, death will not fail the game]
Generally speaking, you need to add a folder with your name after each materials, model, sound, cfg, and then put the material files you want to add, [or cancel all subscriptions], because if someone else’s Creative Workshop map is not packaged, his material files with the same name and path can affect you, my advice is pakrating map after you have finished.
BB2’s many creative workshop maps have the problem of missing materials
This is also a mistake made by most BB2 modders. The map is misplaced, making it unreadable, and quite a few players see the developer’s reminder and still don’t understand what they are talking about. This is really maddening.
The preview image is the screen displayed when the game is loading the map. A complete project needs this. No preview image is displayed. Of course, it doesn’t matter. It’s just that when the server automatically votes for the map, your map will be Purple grid display. Don’t let it go if you want to.
As for the location of these files, please download a complete workshop project, such as forzenheart, or any one of mine, and learn by yourself. The path is the most basic knowledge.
[Chinese]前言
关于设计地图,我在把每种关卡的都相应的设计了一个地图,发在了创意工坊,你可以直接打开vmf文件去学习
[link]
如果你之前从来没有接触过hammer这个工具
我推荐你去YouTube或者其它视频网站学习一下hammer的基本操作方法和文件路径
csgo,css,l4d2等等起源游戏的做图教程也可以看,因为这些游戏的做图教程的差别
只是体现在不同的游戏有不同的专用实体,而我解释的就是BB2这些专用实体的用法
我是通过反编译官方地图和steam的一些指南来学习实体用法的,我摸索这些东西的过程有点痛苦,所以我总结了一下,发出来.也是防止我自己忘掉。
设置击杀的目标 (上)
首先打开地图pickup,玩一下。
然后打开vmf文件
我先从最简单的开始讲解吧 bbc_test_kills_and_bandit
首先制作一个密闭的空间,放上human和zombie的出生实体。
然后放上objective实体,设置击杀目标。
这个是最简单的设计,如果稍微复杂一点,比如这样
我没有使用game_manage ,作为第一个objective ,别忘记了在Flag这个选项中选择 Start Enable(游戏开始就启动)
OK,目标设置完了,但是进游戏的话,没有丧尸出现,无法完成任务,所以现在
有些选项,在hammer里已经解释过了我就没有必要再解释了
我只解释一些必要的。
Flags 我没有选择Start Enable,因为我只想让这些丧尸在特定的回合去产生
设置完毕之后,再看第一个objective的Output选项
非常的简单,只设置了三个
[/table]
设置击杀的目标(下)
丧尸的目标和产生已经设置完毕了。现在开始设计第二回合bandit的触发了。
同样,相信聪明的你肯定了解这一切了。
好的,现在开始设置bandit的出生点
bandit的产生是用实体点产生的,我介绍一下
这个实体是使bandit向前冲锋的关键
控制npc_bandit 在多远的范围内,看到玩家就会主动出击。
我还设置了一个NPC友军的出生,如图
都是同样的设定,相信我也无须多言了
查看一下obj2的触发
第二回合开始,激活友军和bandit的出生,任务完成,自动说话。
这张地图的讲解就结束了
设置如何拾取物品
对着vmf文件的实体照葫芦画瓢即可。
设置汽油罐使用了随机的点,随机生成
需要注意的是汽油罐的模型需要在..data/maps/文件中去增加
只有这样,你的物品才可以正常显示出来
另外一个注意的点是obj1中Entity to kill 设置的是custom,其实你可以随便写,custom123456,不要写npc_walker这种游戏里已经有的实体就可以,这里的计数主要靠check那个区域进行计数,在bbc_latstand图中使用的是math_count实体进行计数,然后End回合,也可以。
大致的逻辑是
出生,按下开关,触发obj1,然后激活四个汽油罐,激活它们的随机点,物品拾取完毕,去汽车那里,然后计数,回合结束
设置产生多个Fred,最后逃离点的设置
第一回合产生一个Fred
第二回合产生3个Fred,然后播放Fred的出场音乐
第三回合逃离
(防止被Fred的气波震死,我加了两个回血点,一个人杀死Fred的速度很慢,左边的开关是开始伤害fred,右边的开关是关闭伤害)
需要注意的点
1.Fred的出场音乐和最后的逃离音乐也需要在…data/maps/中去设置,和上一张图一样
2.Fred需要一个target实体来引导产生,如果多个Fred同时产生的话,他们会卡在一个点,所以我的做法是放置多个info_boss_point ,然后让3个Fred按顺序产生,间隔是5秒钟
另外一种方法就是先放一个npc实体,然后触发召唤,在下一张图中实现的。
3.之前我说过,obj实体是不会记录地图机关的杀敌的,所以我设置的Entity To kill仍然是custom,然后使用logic_boss_spawner去计数,考虑到了Fred的意外死亡的情况。
4.逃离点的设置,在使game_manage结束游戏的使用,加上参数1,才可以结束游戏,当然,你使用game_end实体也是可以关掉游戏的,但是不会显示排名
设置守在一个区域的任务 以及持枪boss的设置
很容易
boss的设置这里可以直接使用npc_spwan 这个实体 但是boss的意外死亡是无法计数的,所以我使用触发npc实体的方法
最后 收尾工作
往往是消耗时间的项目,消耗的时间甚至比做图本身还要长,这是做好一张地图必不可少的,反复的修正,找玩家测试,建议在hammer中设置为训练模式,可以更方便的进行单人测试【不会被感染,死亡不会游戏失败】
通常来说,你需要在每一个materials、model、sound、cfg后再加一个以自己为名字的文件夹,然后放要添加的材质文件即可,【或者是取消掉所有的订阅】,因为别人的创意工坊地图没有打包的话,他的同名 同路径的材质文件是可以影响到你的,我的建议是做好之后,就要打包材质。(我的可以不用取消订阅,因为我的所有材质全部打包进地图了。嘿嘿)
BB2的很多创意工坊的地图都有材质丢失的问题,很多很多
这个也是大部分BB2modder犯的错误,地图放错位置,导致无法读取,并且相当一部分玩家看到了开发者的提醒仍然不明白在说啥,这确实令人抓狂。
预览图就是游戏在加载地图的过程中,显示的画面,一个完整的项目需要这个,什么预览图也不放,当然也没什么,只不过在服务器自动投票选图的时候,你的地图会以一个紫色的格子显示。你想这么干的话就不要放了。
至于这些文件的位置,请下载一个完整的创意工坊项目,比如forzenheart,或者我的任意一个,自行学习,路径是最基本的知识。
所有武器实体 和控制台命令翻译
//武器
步枪
weapon_mp5
weapon_mp7
weapon_microuzi
weapon_famas
weapon_mac11
weapon_ak47
weapon_g36c
霰弹枪
weapon_sawedoff 双大喷
weapon_akimbo_sawedoff 双持双大喷
weapon_winchester1894
weapon_remington 喷
weapon_benelli_m4
手枪
weapon_rex 左轮
weapon_akimbo_rex 双持左轮
weapon_beretta 手枪beretta
weapon_akimbo_beretta 双持手枪beretta
weapon_glock17
weapon_akimbo_glock17
weapon_deagle
近身武器
weapon_sledgehammer 大锤子
weapon_m9_bayonet 匕首
weapon_hatchet
weapon_fireaxe 消防斧
weapon_brick 砖头
weapon_machete 武士刀
weapon_baseballbat
其它
weapon_remington700 狙击
weapon_propane 气罐
weapon_minigun 加特林
item_turtle 小乌龟
weapon_flamethrower 喷火器
weapon_frag 手雷
item_ammo_crate 大补给箱
服务器指令翻译 编辑
// BrainBread 2 Base CVAR values.
//低配模式
sv_turbophysics 0
//友伤
mp_friendlyfire 0
//回合开始时间1-30
bb2_roundstart_freezetime 5
//丧尸死亡几次变人类 1-10 (0表示不会变人类)
bb2_allow_mercy 1
//丧尸杀死几个人类 会变人类 1-10 (0表示不会变人类)
bb2_zombie_kills_required 1
//后来加入者可以复活
bb2_allow_latejoin 1
//复活无敌时间
bb2_spawn_protection 5
//允许npc得分
bb2_allow_npc_to_score 0
//人类玩家被丧尸杀死,不会复活成丧尸
bb2_classic_zombie_noteamchange 1
//story模式复活点 0表示复活在队友旁 1表示复活在很远的出生点
bb2_story_dynamic_respawn 0
//story模式复活时间4-30
bb2_story_respawn_time 5
//Arena 困难模式 禁止复活 但是增加经验
bb2_arena_hard_mode 0
// Elimination模式两队相差人数
mp_limitteams 1
//Elimination模式多少分胜利 最小50
bb2_elimination_fraglimit 200
//Elimination模式复活时间范围1-30
bb2_elimination_respawn_time “1.5”
//Elimination模式多少玩家 增加多少复活时间 0-10
bb2_elimination_respawn_time_scale “0.5”
//Elimination模式灭队奖励 范围0-50
bb2_elimination_score_from_extermination 10
//Elimination模式丧尸击杀得分 范围1-10
bb2_elimination_score_zombies 4
//Elimination模式人类击杀得分 范围1-10
bb2_elimination_score_humans 1
// Elimination模式TeamPerk 持续时间5-60
bb2_elimination_teamperk_duration 10
// Elimination模式多少击杀能发动team perk 10-100
bb2_elimination_teamperk_kills_required 12
// 死亡竞赛得分上限 10-1000
bb2_deathmatch_fraglimit 30
//死亡竞赛复活时间1-30 秒
bb2_deathmatch_respawn_time 2
// 换图投票 赞成比例超过多少 成功
bb2_vote_required_percentage 50
// 踢人 赞成比例超过多少 成功
bb2_vote_required_percentage_kickban 78
// 投票封禁的时长 0为永久
bb2_ban_time 30
//是否踢掉高ping战士
bb2_enable_high_ping_kicker 0
//30s内的ping值取平均,超过多少自动踢
bb2_high_ping_limit 350
//是否踢掉挂机
bb2_enable_afk_kicker 0
//挂机超过多少秒 踢
bb2_afk_kick_time 90
//onjective模式和story模式的时间 最低10分钟
mp_timelimit_objective 45
// Arena模式的时间 最低10分钟
mp_timelimit_arena 40
//死亡竞赛模式的时间 最低10分钟
mp_timelimit_deathmatch 15
//Elimination模式的时间 最低10分钟
mp_timelimit_elimination 30
//如果有人被全局ban了,不能进入这个服务器 【绿色的盾牌】
bb2_enable_ban_list 1
//一代经典模式 不再产生Runners,Bandits和其他人物
bb2_classic_mode_enabled 0
// NCP是否随着玩家变多和增强 经验也会增长
bb2_enable_scaling 1
//平均等级>50 ,游戏难度进一步增加
bb2_hard_scaling 0
//npc随着加入玩家而变多的百分比
bb2_npc_scaling 1
//允许投票ban人
bb2_vote_disable_ban 1
//不允许踢人
bb2_vote_disable_kick 0
//不允许投票换图
bb2_vote_disable_map 0
//间隔多久才能发起二次投票 单位秒
bb2_vote_frequency_time 60
//投票的最低等级 0-500
bb2_vote_required_level 2
//投票的持续时间
bb2_vote_time 30
//回合开始后,多少秒内不能投票
bb2_vote_roundstart_delay 60
//踢人之后,几分钟不能再进服务器
bb2_vote_kick_ban_time 5
//游戏结束时,有多少秒来投票换图 10-30
bb2_vote_time_endgame 10
//执行ip黑名单和用户黑名单
exec banned_user.cfg
exec banned_ip.cfg
额外
现在我已经很久不做图了
我还是不推荐做图,不推荐入这个坑
白费力气