• How do I get certain entities from gmod to hammer.
    10 replies, posted
I plan on making my first hammer map a zombie map. However, in the list of entities available, my npc's from gmod dont show up. It has the default npcs but i have a special zombie type i plan on using. Does anyone know how i could get these other npc's to appear?
Which type of zombie do you require? You're being a big vague.
Sorry I have a zombie type i downloaded from garrysmod.org and thats the one I want. Its more of a generic question to see how to get downloaded content onto hammer.
You're going to have to code it if you want an entirely new entity, but if it's a zombie model replacement I'm sure you can replace the model somehow.
Well its not new its somethign i downloaded so i should be able to get that one to hammer shouldnt I.
[QUOTE=bloody fox;27904619]Well its not new its somethign i downloaded so i should be able to get that one to hammer shouldnt I.[/QUOTE] No. You will need to custom code it. Or make do with the zombies you have...poor misunderstood things though they may be. And it is new. It isn't standard zombieage. I do hope this isn't for a zombie abuse map. That would be wrong and hurtful to the innocent zombiekind.
you have to create a custom .fgd file for your entitys to make them show up in hammer editor. The best way to learn how to create an fgd file is to read this article: [url]http://developer.valvesoftware.com/wiki/FGD[/url] This is an example how the npc_citizen is added to the hammer editor via the fgd file: [code] @NPCClass base(BaseNPC,Parentname, TalkNPC, PlayerCompanion ) studio() = npc_citizen : "Citizen" [ spawnflags(Flags) = [ 65536 : "Follow player on spawn" : 0 131072 : "Medic" : 0 262144 : "Random Head" : 1 524288 : "Ammo Resupplier" : 0 1048576 : "Not Commandable" : 0 2097152 : "Don't use Speech Semaphore - OBSOLETE" : 0 4194304 : "Random male head" : 0 8388608 : "Random female head" : 0 16777216 : "Use RenderBox in ActBusies" : 0 ] additionalequipment(choices) : "Weapons" : "0" = [ "weapon_smg1" : "SMG1" "weapon_ar2" : "AR2" "weapon_stunstick" : "Stun Stick" "weapon_crowbar" : "Crow Bar" "weapon_shotgun" : "Shotgun" "weapon_beerbottle" : "Beer Bottle" "weapon_beerbottle2" : "Beer Bottle2" "weapon_rpg" : "RPG" "0" : "Nothing" ] ammosupply(choices) : "Ammo to Resupply (if spawnflag set)" : "SMG1" = [ "Pistol" : "Pistol" "SMG1" : "SMG1" "SMG1_Grenade" : "SMG1 Grenade" "AR2" : "AR2" "Buckshot" : "Shotgun" "RPG_Round" : "RPG" "Grenade" : "Grenade" "XBowBolt" : "Crossbow Bolt" ] ammoamount(integer) : "Amount of ammo to give" : 1 citizentype(choices) : "Type" : "Default" = [ 0 : "Default" 1 : "Downtrodden" 2 : "Refugee" 3 : "Rebel" 4 : "Unique" ] expressiontype(choices) : "Expression Type" : "Random" = [ 0 : "Random" 1 : "Scared" 2 : "Normal" 3 : "Angry" ] //!!!BUGBUG - don't ship with these names //!!!FIXME - don't ship with these names model(choices) : "Model" : "models/humans/group01/male_01.mdl" = [ "models/humans/group01/male_01.mdl" : "Male 1" "models/humans/group01/male_02.mdl" : "Male 2" "models/humans/group01/male_03.mdl" : "Male 3" "models/humans/group01/male_04.mdl" : "Male 4" "models/humans/group01/male_05.mdl" : "Male 5" "models/humans/group01/male_06.mdl" : "Male 6" "models/humans/group01/male_07.mdl" : "Male 7" "models/humans/group01/male_08.mdl" : "Male 8" "models/humans/group01/male_09.mdl" : "Male 9" "models/humans/group01/female_01.mdl" : "Female 1" "models/humans/group01/female_02.mdl" : "Female 2" "models/humans/group01/female_03.mdl" : "Female 3" "models/humans/group01/female_04.mdl" : "Female 4" "models/humans/group01/female_06.mdl" : "Female 5" "models/humans/group01/female_07.mdl" : "Female 6" "models/humans/male_cheaple.mdl" : "Cheaple Male 1" "models/odessa.mdl" : "Odessa. DO NOT USE." ] ExpressionOverride(string) : "Facial expression override" notifynavfailblocked(choices) : "Fire output when Nav is blocked?" : 0 = [ 0 : "No" 1 : "Yes" ] neverleaveplayersquad(choices) : "Permanent squad member?" : 0 : "A permanent squad member cannot leave the player's squad unless killed or explicity removed by entity I/O. Only use this if you're sure you want to override the default AI." = [ 0 : "No. This is default behavior." 1 : "Yes, stay in squad until death." ] denycommandconcept(string) : "Deny command speech concept" : "" : "If you want your citizens to squad with the player but not obey commands the player gives to move the squad, put a concept here and this citizen will speak the concept instead of obeying the order." //Inputs input RemoveFromPlayerSquad(void) : "Remove from player squad, instantly." input SetExpressionOverride(string) : "Set facial expression override" input StartPatrolling(void) : "Patrol whenever I'm idle or alert." input StopPatrolling(void) : "Stop patrolling when I'm idle or alert." input SetCommandable(void) : "Make a previously uncommandable citizen commandable" input SetMedicOn(void) : "Set the medic flag on. Will not change the model or skin of the citizen." input SetMedicOff(void) : "Set the medic flag off. Will not change the model or skin of the citizen." input SetAmmoResupplierOn(void) : "Set the ammo-resupplier flag on. Will not change the model or skin of the citizen." input SetAmmoResupplierOff(void) : "Set the ammo-resupplier flag off. Will not change the model or skin of the citizen." // Outputs output OnJoinedPlayerSquad(void) : "Fires when joins player squad" output OnLeftPlayerSquad(void) : "Fires when leaves player squad" output OnFollowOrder(void) : "Fires when ordered to follow player" output OnStationOrder(void) : "Fires when ordered to a location by player" output OnPlayerUse(void) : "Fires when a player +USEs the citizen" output OnNavFailBlocked(void) : "Fires when this Citizen's movement fails because he/she is blocked." ] [/code]
[QUOTE=kaukassus;27912564]you have to create a custom .fgd file for your entitys to make them show up in hammer editor. The best way to learn how to create an fgd file is to read this article: [url]http://developer.valvesoftware.com/wiki/FGD[/url] This is an example how the npc_citizen is added to the hammer editor via the fgd file: [code] @NPCClass base(BaseNPC,Parentname, TalkNPC, PlayerCompanion ) studio() = npc_citizen : "Citizen" [ spawnflags(Flags) = [ 65536 : "Follow player on spawn" : 0 131072 : "Medic" : 0 262144 : "Random Head" : 1 524288 : "Ammo Resupplier" : 0 1048576 : "Not Commandable" : 0 2097152 : "Don't use Speech Semaphore - OBSOLETE" : 0 4194304 : "Random male head" : 0 8388608 : "Random female head" : 0 16777216 : "Use RenderBox in ActBusies" : 0 ] additionalequipment(choices) : "Weapons" : "0" = [ "weapon_smg1" : "SMG1" "weapon_ar2" : "AR2" "weapon_stunstick" : "Stun Stick" "weapon_crowbar" : "Crow Bar" "weapon_shotgun" : "Shotgun" "weapon_beerbottle" : "Beer Bottle" "weapon_beerbottle2" : "Beer Bottle2" "weapon_rpg" : "RPG" "0" : "Nothing" ] ammosupply(choices) : "Ammo to Resupply (if spawnflag set)" : "SMG1" = [ "Pistol" : "Pistol" "SMG1" : "SMG1" "SMG1_Grenade" : "SMG1 Grenade" "AR2" : "AR2" "Buckshot" : "Shotgun" "RPG_Round" : "RPG" "Grenade" : "Grenade" "XBowBolt" : "Crossbow Bolt" ] ammoamount(integer) : "Amount of ammo to give" : 1 citizentype(choices) : "Type" : "Default" = [ 0 : "Default" 1 : "Downtrodden" 2 : "Refugee" 3 : "Rebel" 4 : "Unique" ] expressiontype(choices) : "Expression Type" : "Random" = [ 0 : "Random" 1 : "Scared" 2 : "Normal" 3 : "Angry" ] //!!!BUGBUG - don't ship with these names //!!!FIXME - don't ship with these names model(choices) : "Model" : "models/humans/group01/male_01.mdl" = [ "models/humans/group01/male_01.mdl" : "Male 1" "models/humans/group01/male_02.mdl" : "Male 2" "models/humans/group01/male_03.mdl" : "Male 3" "models/humans/group01/male_04.mdl" : "Male 4" "models/humans/group01/male_05.mdl" : "Male 5" "models/humans/group01/male_06.mdl" : "Male 6" "models/humans/group01/male_07.mdl" : "Male 7" "models/humans/group01/male_08.mdl" : "Male 8" "models/humans/group01/male_09.mdl" : "Male 9" "models/humans/group01/female_01.mdl" : "Female 1" "models/humans/group01/female_02.mdl" : "Female 2" "models/humans/group01/female_03.mdl" : "Female 3" "models/humans/group01/female_04.mdl" : "Female 4" "models/humans/group01/female_06.mdl" : "Female 5" "models/humans/group01/female_07.mdl" : "Female 6" "models/humans/male_cheaple.mdl" : "Cheaple Male 1" "models/odessa.mdl" : "Odessa. DO NOT USE." ] ExpressionOverride(string) : "Facial expression override" notifynavfailblocked(choices) : "Fire output when Nav is blocked?" : 0 = [ 0 : "No" 1 : "Yes" ] neverleaveplayersquad(choices) : "Permanent squad member?" : 0 : "A permanent squad member cannot leave the player's squad unless killed or explicity removed by entity I/O. Only use this if you're sure you want to override the default AI." = [ 0 : "No. This is default behavior." 1 : "Yes, stay in squad until death." ] denycommandconcept(string) : "Deny command speech concept" : "" : "If you want your citizens to squad with the player but not obey commands the player gives to move the squad, put a concept here and this citizen will speak the concept instead of obeying the order." //Inputs input RemoveFromPlayerSquad(void) : "Remove from player squad, instantly." input SetExpressionOverride(string) : "Set facial expression override" input StartPatrolling(void) : "Patrol whenever I'm idle or alert." input StopPatrolling(void) : "Stop patrolling when I'm idle or alert." input SetCommandable(void) : "Make a previously uncommandable citizen commandable" input SetMedicOn(void) : "Set the medic flag on. Will not change the model or skin of the citizen." input SetMedicOff(void) : "Set the medic flag off. Will not change the model or skin of the citizen." input SetAmmoResupplierOn(void) : "Set the ammo-resupplier flag on. Will not change the model or skin of the citizen." input SetAmmoResupplierOff(void) : "Set the ammo-resupplier flag off. Will not change the model or skin of the citizen." // Outputs output OnJoinedPlayerSquad(void) : "Fires when joins player squad" output OnLeftPlayerSquad(void) : "Fires when leaves player squad" output OnFollowOrder(void) : "Fires when ordered to follow player" output OnStationOrder(void) : "Fires when ordered to a location by player" output OnPlayerUse(void) : "Fires when a player +USEs the citizen" output OnNavFailBlocked(void) : "Fires when this Citizen's movement fails because he/she is blocked." ] [/code][/QUOTE] Thanks man, this will be really useful for me as well.
If you place an entity and rename it to match the name of an LUA-based entity, it will show up as an [obsolete] but it will still work. You don't need to add it to the *.FGD at all.
[QUOTE=BabyFawnLegs;27917498]If you place an entity and rename it to match the name of an LUA-based entity, it will show up as an [obsolete] but it will still work. You don't need to add it to the *.FGD at all.[/QUOTE] he doesent have to, but its better because then you can add triggers/keyvalues to the entity in hammer.
thanks guys. Also this isnt a zombie abuse map. Just a simple survival map, indoors not overkill on the zombies. Indoors because i cant figure out how to do a skybox.
Sorry, you need to Log In to post a reply to this thread.