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View Full Version : Random Event Generator -suggestions please?


timmo
06-04-2007, 06:04 AM
This more a request for suggestions and advice than a question this time. I have always liked the Random Generator effect you could get with HL 1 using the properties of the env_beam and have set up a similar system with Source.
I have a system with eight buttons. A few of the buttons trigger some point_templates and a few go throught to lights switching on or off.
I am reworking one of David Johston's old ETC 2 levels so it is set back in Mesa.
My aim is to make the map play as differently as it can each time you play it. You know, this time a group of combines get spawned first then the lights go out, next time a group of citizens gets spawned first and something else happens.
The setup works ok but I would like to ask for some suggestions about what other combinations I could practice making to really begin to fill a map out. I really want the effect of the player not knowing what might happen each time he plays because the generator, or two, will throw up a new setup each time. I need to ask about timing of events, entities to spawn or trigger, placement etc. Any ideas gratefully received as usual. Thanks.

zyklus
06-04-2007, 10:22 AM
Lucky for you, valve has implemented such a feature. The entity you use is called "logic_case", place it somewhere in your map. You'll notice that you will have plenty of room for each event you have. Now, give it a name. The best part about logic_case, is that it has a "PickRandom" and "PickRandomShuffle" input which I'm sure suits your needs.

timmo
06-05-2007, 12:27 AM
Thanks Zyklus, I had seen the logic_case entity but hadn't tried it out before. The setup with the env_beam worked well last night but I have to work on the timing as I ended up with so many manhacks flying around I could hardly walk!
As an aside though am I right in guessing that another combine won't spawn until the first has moved away from its spawn spot? I have put lots of info_nodes around the spawn spot and it seems to work up to a point but would it be better to put a info_target for them to move to on spawning to get it out of the way?
All in all though I am pretty pleased with the result at this stage and look forward to trying out the logic_case tonight ( I think I have seen a tut on it somewhere.)
I am guessing if you get the balance of timing, placement, and enemies and friends right you could switch on notarget and watch the game play itself!
Thanks for the idea.

zyklus
06-05-2007, 12:41 AM
As an aside though am I right in guessing that another combine won't spawn until the first has moved away from its spawn spot? I have put lots of info_nodes around the spawn spot and it seems to work up to a point but would it be better to put a info_target for them to move to on spawning to get it out of the way?

There are several ways you can do this... I'd rather make several spawners instead of one. Or you can schedule the created npcs to move. Don't quite know how to do that though.