To place a German zombie AI spawner in Radiant, right-click the 2d view, choose actor -> axis -> ger -> zombie -> ger -> ger_sshonor . Do not choose engineer or quad, they are unimplemented AI types which will not do anything.
If you would rather have Japanese zombie AI (Shi No Numa style), simply chose actor -> axis -> zombie -> jp_swamp instead.
Once you have placed your spawner, you need to give it some KVPs so that the
game knows to make it a zombie:
KVP
Key |
Value |
---|---|
targetname |
<zone_name>_spawners |
script_noteworthy |
zombie_spawner |
count |
9999 |
script_forcespawn |
1 |
spawnflags |
3 |
To place a dog spawner, right-click the 2d view in Radiant and select actor, then choose zombie_dog .
Once you have placed your spawner, you need to give it some KVPs so that the game knows to make it a dog:
Key |
Value |
---|---|
targetname |
zombie_spawner_dog_init |
script_noteworthy |
zombie_dog_spawner |
script_string |
zombie_chaser |
script_forcespawn |
1 |
spawnflags |
3 |
There are multiple ways to have a zombie spawn into the map.
Zombies can spawn behind a window barrier and be forced to tear down the window before entering the level. These zombies will not seek out a player until they have passed through a window.
Zombies will always walk to the nearest exterior goal.
Zombies can rise out of the ground as a more direct way of getting to nearby players. To enable risers for a zone, the zone must have at least one zombie_ai_spawner linked to it which has the following KVPs:
Key |
Value |
---|---|
targetname |
<zone_name>_spawners |
script_noteworthy |
zombie_spawner |
script_string |
riser |
count |
9999 |
script_forcespawn |
1 |
spawnflags |
3 |
In order to define locations where zombies will rise out of the ground in a particular zone, place a struct at each location which has the following KVPs:
Key |
Value |
---|---|
targetname |
<zone_name>_spawners_rise |
script_noteworthy |
find_flesh |
script_string |
riser |
In order for dogs to actually spawn, you need to place some structs in your level.
To define locations where dogs will spawn in a particular zone, place a struct at each location which has the following KVP:
Key |
Value |
---|---|
targetname |
<zone_name>_spawners*_dog* |
You can trigger a group of zombies to spawn at a given location when a player touches a trigger. This trick was used in UGX Cabin to trigger zombies to spawn inside the Cabin upon entering it for the first time. This is useful for cinematic effect or to scare players with an unexpected horde of zombies upon entering an area. These triggers will only work once.
First, create a trigger_multiple brush by right-clicking the 2d view in Radiant and choosing trigger -> multiple . Give the trigger the following KVPs:
Key |
Value |
---|---|
target |
<zombie_group_name> |
spawnflags |
32 |
Next, create one or more spawners which will be one-time-only activated by this trigger. For every one spawner you place, one zombie will spawn. Give them the following KVPs:
Key |
Value |
---|---|
targetname |
<zombie_group_name> |
script_noteworthy |
zombie_spawner |
script_string |
zombie_chaser |
count |
9999 |
script_forcespawn |
1 |
spawnflags |
3 |
Credit: Treminaor