To install it, extract the folder "Soviet" to root/bin/launcher/map_templates.
Now within Launchers "Compile Level" tab click the "Create Map" button. Select "Soviet" from the left and enter a name for your map & click OK.
WARNING: Launcher WILL replace a pre existing map file with the same name.
At this point you should be able to just compile the template. When doing so make sure you do NOT have the mod specific option checked. Run the map to see if everything is working correctly.
Part 2 - Spawners
Spawners in the Soviet Mod are randomly selected using randomint() to spawn. This allows AI to be less predictable than in Nazi Zombies as an AI can spawn across the map and will run to the player, giving the players a small time frame where they can regenerate health, pickup a new weapon, or capture an objective.
To create a spawner, pick a spawner from right clicking the 2D grid and hover over "actor". The spawner used in both the template and Soviet Dust is the actor_axis_ger_ber_sselite actor group which drops grenade ammo from time to time when they die.
Tick the "Spawner", "Forcespawn", and "undeletable" in the entity window and give it the KVPS:
The "<class>" is what sets the delay in the script after an AI has spawned. You can either use one of the default classes in the generated GSC file or create your own within the same GSC file. All delays are set by the level.delay[<gamemode>][<class>] array.
Note: if you create a new class you MUST also specify the delay for other gamemodes.
Part 3 - Weapons
To add a weapon, include the weaponfile in the generated CSV file in zone_source, precache the weapon in the map's GSC, and add a cost for each gamemode.
Note: there are already stock weapons that are added to the maps's GSC. Use them as examples to correctly set up the weapons.
Adding a weapon into radiant is pretty simple. Select a weapon by right clicking the 2D grid and hover over "weapon". Now change its "classname" to:
Then give it the targetname:
and finally a script_noteworthy"
compile the map & scripts and the weapon should now work.
Part 4 - Perks
Perks in the Soviet Mod still need some visual affects(animations, FX) however they still work.
To create a perk trigger, create a trigger_use and give it the KVP:
and a script_noteworthy for the specific perk
The perk trigs should now work as it does in the template.
Future proof: In future versions of the mod, i will be using a script_struct for the perks FX. If you want to have FX as soon as it is added to the mod, create a struct and place it infront of a perk machine. Then select the trigger and the struct again and press "w" to link them.
Note: Currently not possible to add your own perks.
Part 5 - Capture The Flag
Capture the flag is real easy to add. Grab the flag model that you want as the "home" flag and give it the KVP:
then grab another flag model for the "enemy" flags and give it the KVP:
At this point you can copy/paste the enemy flag wherever you want a flag to be able to appear at.
Note: Make sure "ctf" is set as a valid gamemode in your map's GSC.
Last Edit: June 13, 2015, 12:02:21 am by daedra descent
Tutorial updated to version 1.2C. This versions is now uses the new gamemode init system as well as other 1.2C features and Soviet Rush is now the official tutorial map.