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L4D: Create a Panic EventJuly 20, 2009
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Left 4 Dead video tutorial shows you how to create a panic event and force a horde to your location. I set up a sequence of when I open the door, an alarm goes off and that sends a horde of infected our way.
L4D Mapping: Create a Panic Event - Video Tutorial
Notes:
1. We want to open the door and have an alarm sound that will send a panic event, a horde of infected our way. Place info_director into your map and name director
2. Insert ambient_generic entity and name: dooralarm1. Under properties, click on Browse and find an alarm that fits your door.
4. Double click on the door and go into properties. Name your door, door1
5. In the door properties under Output Tab, we will set up 2 output properties.
One:
My Output Named: OnOpen
Target Entity Named: dooralarm1
Via this Output: PlaySound
Two:
My Output Named: OnOpen
Target Entity Named: director
Via this Output: PanicEvent
6. Place logic_timer entity and name it. I named mine logictimer1
Set Outputs for logic_timer as below:
My Output Named: OnTimer
Target Entity Named: dooralarm1
Via this Output: StopSound
Delay in Seconds: 10
7. Compile and test
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Comments
AlexG 03 Oct 2009, 21:59
Thanks Boojitsu,
Just create a brush and turn it into func_door, then in the properties you can set the Speed at which the door moves.
Boojitsu 03 Oct 2009, 21:45
Thanks for such awesome tutorials. Been using every one to do my map so
far. I had a question, any way you can give a tutorial on how to do a panic
event w/ a door that slides slowly open? Thank you very much ! You are
amazing.
dick 06 Sep 2009, 16:21
thanks alot for this! but i had 1 prob, when i set it to 10 sec for the
alarm to turn off in stead of the alarm turning off in 10 sec the horde
starts 10 sec later, anyone know?
AlexG 28 Aug 2009, 12:47
Nice Biliz.
Here is another fix if logic timer doesn't work. fixed the sound. Get rid/delete logic_timer. on Ambient Generic Sound go to flags tab, have only start_silent checked on func_door set up two outputs 1. onOpen Play Sound (name of ambient generic door alarm) 2. onOpen Stop Sound (name of ambient generic door alarm) and add the delay when you want the sound to stop.
Billiz 28 Aug 2009, 12:25
I even managed to make a nice fading alarm sound by using the volume
option.
I made 5 outputs for the door that change the alarm volume. The alarm starts at volume 10 so just make 5 outputs for fade. Delay: 10, Parameter: 8 Delay: 12, Parameter: 6 Delay: 14, Parameter: 4 Delay: 16, Parameter: 2 Delay: 18, Parameter: 0
Billiz 28 Aug 2009, 12:11
I had the same problem Nicholas, I can't get that logic timer to work. But
I made a workaround, with no logic auto needed.
On the door make a Output that change the alarm sound to 0. Output: OnOpen Target Entity: dooralarm1 Via this input: Volume Parameter: 0 Delay: 10
Nicholas 30 Jul 2009, 11:33
it doesn't work. I have done everything you have said 4-5 times but the
sound loop never stops. Yes i am sure i have done EVERYTHING the same. i
have done it 5 different times very slowly but every time the sound loop
just keeps going. Any idea why?
AlexG 22 Jul 2009, 01:06
What you could probably do is set up a survival situation where hordes and
hordes come your way, then set up an input to turn off the director.
Andrew 21 Jul 2009, 12:47
Is it possible to make the event last until another button turns it off
like in l4d2?
AlexG 21 Jul 2009, 11:41
Thanks St. Penguin.
Fixed it.
St.Penguin 21 Jul 2009, 03:15
In your text Notes, you simply mistyped the name for the first target
entity, which should be 'dooralarm1', not 'director'...as per your video.
Just to clarify. Thanks for another great tutorial =)
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