In this tutorial we will insert hostage player models and create hostage rescue zones. Also we will define the rescue zones with visual cues using overlays.
This tutorial is for the new, updated hostage rescue rules. Only 2 hostages per map and 1 hostage needs to be rescued. CTs have to pick up the hostage and carry them to the rescue zone.
In this tutorial you will learn:
INSERTING HOSTAGE PLAYER MODELS
To insert a hostage model you need to use the following entity:
There has been a new entity added info_hostage_spawn. This entity will do the same thing as hostage_entity. I've tried both and both work as the hostage entity.
Enable the Entity Tool, and use the drop down menu to select hostage entity.
In perspective viewport, Left Click to place the hostage entity.
Duplicate hostage_entity as many times as you want. I would recommend to aim anywhere between 6-12 hostage spawn points.
For example: Militia map contains 11 spawn points, and Italy contains 6.
The game will choose 2 random locations each time you load your map. This will ensure that you have enough hostage entities to differ in location every time you play.
Place them through out the map where you would want your hostage spawns to be. You should spread them out in locations that makes sense.
Important: Make sure to raise each hostage entity above ground 16 units.
RANDOM SPAWNS WITH EXCLUSION GROUPS
Now, you need to define which hostage entities you do not want to spawn together. Usually any spawns that are too close to each other, should not be spawned together.
To do this, you need to set up Hostage Spawn Exclusion Groups.
Double click on the hostage_entity, highlight a group that you want to place them into and use the drop down menu to set Do not spawn together.
Hostage entities that belong to the same exclusion group, will not spawn together.
CREATE HOSTAGE RESCUE ZONE
Hostage rescue zones are very simple to create.
You need a bsp brush with a trigger texture applied. Then you need to tie that brush to an entity called func_hostage_rescue.
Set the trigger texture first, using Texture Browser.
Create a brush that will function as therescue zone. Make this area fairly big.
If you didn't set the trigger texture, just apply it to every face of the brush after you created that brush.
Now we need to tie this brush to an entity. Select the brush: Go up to Tools --> Tie to entity or press Ctr+T = tie to entity
Choose func_hostage_rescue from the drop down menu.
Click Apply and close Object Properties window.
We now need some sort of visual identification for the rescue area. The player has no way of knowing where the hostage rescue zone is, other than a large H in radar.
We will use info_overlays to define the area visually so it is easier to recognize.
Enable Apply Overlays (Shift+O)
Click Browse to look for specific overlays.
Filter by typing in 'rescue'.
You will see 3 overlays you can use. Double click the one you want to use to set it.
Left click in perspective viewport on any bsp brush surface to apply the overlay.
Now all you need to do is compile and test it in-game. Launch your map, choose CT side and rescue the hostage.
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