Garry's Mod

Garry's Mod

Revenge Of The gBalloons!
 This topic has been pinned, so it's probably important
Piengineer12  [developer] 21 Jan, 2019 @ 7:27am
Entity Properties For Hammer Level Editor
Last updated: 2023-01-24

You can get the FGD file that I use here (remove the spaces):
https:// mega .nz/file/7RdmSR4C

If the link above asks for a decryption key, the key is:
O6nOu6uRYdm3eK35ao7xSivUB0YqLAQfHJfmjkzZEDQ

Notes:
1. You should use trigger_hurt entities to pop the gBalloons. Sending a Pop input to one of them will pop at least one layer regardless of the gBalloon's current health.
2. A Revenge of the gBalloons map, at the bare minimum, must have the following:
- A gballoon_spawner entity,
- A gballoon_target entity, and
3. As of RotgB 6.5.0, it is no longer mandatory to have a NavMesh leading from the spawner to the target. Nevertheless, if a NavMesh is present, the gBalloons will use it to navigate to the gBalloon Target. Otherwise, they will move in a straight line.
4. !activator is usually the player that activated the output, but there are a few exceptions, which will be listed at the corresponding output.



gballoon_base !FGD
Class for all gBalloons. Should not be directly placed into a map.

Inputs
Pop (integer)
Instantly pops the gBalloon plus X damage. If X is unspecified or -1, all layers of the gBalloon are popped.
NOTE: You should be using a trigger_hurt to pop the gBalloon instead, unless you know what you are doing.
Stun (float)
Makes the gBalloon unable to move for X seconds.
UnStun (void)
Removes stun from the gBalloon.
Freeze (float)
Similar to Stun, except only one layer is frozen, and can only be popped by lead-poppers.
UnFreeze (void)
Removes freeze from the gBalloon.



gballoon_tower_base !FGD
Base class for towers that can pop gBalloons. Should not be directly placed into a map.

Inputs
Stun (float)
Makes the tower unable to fire for X seconds.
UnStun (void)
Removes stun from the tower.



gballoon_spawner
Spawns gBalloons. Will also send a Trigger input to an entity named wave_start_relay when a wave starts and to an entity named wave_finished_relay when a wave ends.

KeyValues
hide_wave (boolean)
The gBalloon Spawner's wave display will be hidden in the world and on the HUD. Useful in tandem with Spawn Divider and Don't Show Messages.
start_all (boolean)
This entity will also start all other gBalloon Spawners that are in the same wave.
spawn_rate_mul (float)
Sets the spawn rate of the gBalloons. Higher values will cause rounds to become shorter and gBalloons will become more packed.
spawn_divider (integer)
If above 1, only every n-th gBalloon is spawned.
divider_delay (integer)
Offset for the Spawn Divider check.
no_auto_start (boolean)
Disables the spawner from auto-starting.
auto_start_delay (float)
The entity will wait for at least this long after a wave has been finished before spawning the next wave.
finished_shortly_threshold (float)
If the auto_start_delay is less than this, the OnWaveFinishedShortly output and the wave_intermission_relay entity will be triggered instead of the OnWaveFinished output and the wave_finished_relay entity when a wave ends.
dont_trigger_wave_relays (boolean)
Prevents the entity from sending the Trigger input to a wave_start_relay when a wave starts and to a wave_intermission_relay or wave_finished_relay when a wave ends.
no_messages (boolean)
Prevents the entity from printing messages in chat (e.g. when a wave starts).
target_X (string)
Sets the next gBalloon Target the gBalloons will navigate to. X must be an integer between 1 and 16, inclusive.
blimp_target_X (string)
Sets the next gBalloon Target that all gBlimps will navigate to. X must be an integer between 1 and 16, inclusive.
unspectatable (boolean)
Disables spectators from spectating this entity. Only works in RotgB: The Gamemode.
start_frozen (boolean)
The entity will be frozen when first spawned. Can only be unfrozen by the Physics Gun, or the EnableMotion and DisableMotion inputs.
start_hidden (boolean)
The entity starts hidden. Hidden RotgB entities are invisible, uncollidable, unspectatable and don't show up on HUDs.
solid (boolean)
If true, this entity will not collide with other entities.
music_X_wave (integer)
Sets the wave where music plays. Later waves will take priority over earlier waves. -1 = do not play. X can be any integer above 0.
music_X (string)
Sets the music played when music_X_wave is reached. Leave blank to stop music instead. X can be any integer above 0.
music_X_text_Y (string)
Yth line of text to display when music_X is played. Leave blank to not display. X and Y can be any integers above 0.
music_X_disabled (boolean)
On the wave where music_X plays, music is stopped instead and no text will be displayed. X can be any integer above 0.

Inputs
Use (void)
Starts the next wave.
NOTE: This input is implied if an invalid input is sent to this entity.
EnableHideWave (void)
Enables wave hiding.
DisableHideWave (void)
Disables wave hiding.
ToggleHideWave (void)
Toggles wave hiding.
EnableStartAll (void)
Enables the gBalloon Spawner to start all others.
DisableStartAll (void)
Disables the gBalloon Spawner from starting all others.
ToggleStartAll (void)
Toggles the gBalloon Spawner on starting all others.
SetSpawnRateMultiplier (float)
Sets the spawn rate multiplier.
SetSpawnDivider (integer)
Set the spawn divider.
SetDividerDelay (integer)
Sets the offset for the Spawn Divider check.
EnableAutoStart (void)
Enables Auto-Starting.
DisableAutoStart (void)
Disables Auto-Starting.
ToggleAutoStart (void)
Toggles Auto-Starting.
SetAutoStartDelay (float)
Sets the Auto-Start delay.
SetShortnessThreshold (float)
Sets the shortness threshold.
EnableNoMessages (void)
Enables no-chat-message mode.
DisableNoMessages (void)
Disables no-chat-message mode.
ToggleNoMessages (void)
Toggles no-chat-message mode.
SetNextTargetX (string)
Sets the next gBalloon Target. X must be an integer between 1 and 16, inclusive.
SetNextBlimpTargetX (string)
Sets the next gBalloon Target for all gBlimps. X must be an integer between 1 and 16, inclusive.
EnableSpectating / DisableSpectating / ToggleSpectating (void)
[RotgB:TG] Enables / Disables / Toggles whether spectators can spectate this entity or not.
Hide (void)
Hides the entity.
Unhide (void)
Unhides the entity.
ToggleHide (void)
Toggles the hidden state of the entity.
EnableMotion / DisableMotion (void)
Enables / Disables motion.
EnableCollisions / DisableCollisions / ToggleCollisions (void)
Enables / Disables / Toggles collisions.
SetMusicXWave (integer)
Sets the wave the Xth music plays. X can be any integer.
EnableMusicX / DisableMusicX / ToggleMusicX (void)
Enables / Disables / Toggles the Xth music. X can be any integer.
EnableMusic / DisableMusic (void)
Enables / Disables all music.
ToggleMusic (void)
Toggles all music. Note that this simply inverts the disabled state for all music.

Outputs
OnWaveStart (integer)
Fires when the wave is started. Returns the wave number that was started.
NOTE: While this output fires at the start of each wave, this will only Trigger the wave_start_relay if the previous round did finish, and not shortly.
OnWaveFinished (integer)
Fires when the wave is finished. Returns the wave number that was finished.
NOTE: Doesn't fire if the next wave was started before the current wave ends.
OnWaveFinishedShortly (integer)
Fires when the wave is finished, but another wave will be started very shortly. Returns the wave number that was finished.
NOTE: Doesn't fire if the next wave was started before the current wave ends.
OnAutoStartEnabled (void)
Fires when Auto-Start is enabled.
OnAutoStartDisabled (void)
Fires when Auto-Start is disabled.



gballoon_target
gBalloons will always make this entity a priority target regardless of targeting settings.

KeyValues
natural_health_multiplier (float)
Multiplier for the gBalloon Target's natural maximum health.
gballoon_damage_only (boolean)
Only allows gBalloons to damage the target.
non_vital (boolean)
The game is over even when this gBalloon Target isn't destroyed.
hide_health (boolean)
Hides the gBalloon Target's health display both above this entity and on the HUD.
is_waypoint (boolean)
Sets whether the target functions as a waypoint or not.
teleport_to (boolean)
gBalloons that target this gBalloon Target will teleport to it immediately.
straight_path (boolean)
gBalloons that target this gBalloon Target will move in a straight line to it, ignoring the Navigation Mesh.
weight (integer)
Highest weights are targeted first. If linked, gBalloons are divided among the targets based on their weights.
health (integer)
A value above 0 overrides the gBalloon Target's natural health.
max_health (integer)
A value above 0 overrides the gBalloon Target's natural maximum health.
next_target_X (string)
Sets the next gBalloon Target the gBalloons will navigate to. X must be a hexadecimal number between 0-9 and A-F, inclusive.
next_blimp_target_X (string)
Sets the next gBalloon Target that only gBlimps will navigate to. Takes precedence over all Next Targets. X must be a hexadecimal number between 0-9 and A-F, inclusive.
unspectatable (boolean)
Disables spectators from spectating this entity. Only works in RotgB: The Gamemode.
start_frozen (boolean)
The entity will be frozen when first spawned. Can only be unfrozen by the Physics Gun, or the EnableMotion and DisableMotion inputs.
start_hidden (boolean)
The entity starts hidden. Hidden RotgB entities are invisible, uncollidable, unspectatable and don't show up on HUDs.
solid (boolean)
If true, this entity will not collide with other entities.

Inputs
SetNaturalHealthMultiplier (float)
Adjusts the natural health multiplier of the gBalloon Target, scaling both health and maximum health. The gBalloon Target's health and maximum health will be reset if the natural health multiplier was 0. Setting the gBalloon Target's health below 0 this way will NOT destroy it.
EnableBalloonDamageOnly / DisableBalloonDamageOnly / ToggleBalloonDamageOnly (void)
Enables / Disables / Toggles immunity to everything that isn't a gBalloon.
EnableNonVitality / DisableNonVitality / ToggleNonVitality (void)
Enables / Disables / Toggles non-vitality for this gBalloon target.
EnableHideHealth / DisableHideHealth / ToggleHideHealth (void)
Enables / Disables / Toggles health hiding for this gBalloon target.
EnableWaypointing / DisableWaypointing / ToggleWaypointing (void)
Enables / Disables / Toggles waypointing for this gBalloon target.
EnableTeleporting / DisableTeleporting / ToggleTeleporting (void)
Enables / Disables / Toggles teleporting to this gBalloon target.
EnableStraightPath / DisableStraightPath / ToggleStraightPath (void)
Enables / Disables / Toggles straight paths to this gBalloon target.
SetWeight (integer)
Sets the target weight.
SetHealth (integer)
Sets the health of the target. Setting the gBalloon Target's health below 0 this way will destroy it.
AddHealth (integer)
Increases the health of the target. Negative values reduce health. Setting the gBalloon Target's health below 0 this way will NOT destroy it.
RemoveHealth (integer)
Decreases the health of the target. Negative values increase health. Setting the gBalloon Target's health below 0 this way will destroy it.
HealHealth (integer)
Same as AddHealth, but capped to the gBalloon Target's maximum health.
SetMaxHealth (integer)
Sets the maximum health of the target.
AddMaxHealth (integer)
Increases the maximum health of the target.
RemoveMaxHealth (integer)
Decreases the maximum health of the target.
HealMaxHealth (integer)
Heals the gBalloon Target by a multiple of its maximum health (defaults to 1). Setting the gBalloon Target's health below 0 this way will NOT destroy it.
SetModelScale (float)
Sets the model scale.
SetNextWaypointX (string)
Sets the next waypoint for the spawner. X must be a hexadecimal number between 0-9 and A-F, inclusive.
SetNextBlimpWaypointX (string)
Sets the next waypoint for only gBlimps. Takes precedence over all Next Targets. X must be a hexadecimal number between 0-9 and A-F, inclusive.
EnableSpectating / DisableSpectating / ToggleSpectating (void)
[RotgB:TG] Enables / Disables / Toggles whether spectators can spectate this entity or not.
Hide (void)
Hides the entity.
Unhide (void)
Unhides the entity.
ToggleHide (void)
Toggles the hidden state of the entity.
EnableMotion / DisableMotion (void)
Enables / Disables motion.
EnableCollisions / DisableCollisions / ToggleCollisions (void)
Enables / Disables / Toggles collisions.

Outputs
OnBreak (void)
Fired when this target breaks.
OnTakeDamage (float)
Fired each time this target takes any damage. Returns the approximate amount of damage taken.
OnHealthChanged (float)
Fired when the health of this target changes, passing the new value of health as a percentage of max health. This value may be less than 0 if the target took fatal damage and more than 1 when overhealed.
OnKilled (void)
Fires when the target is removed in any way, shape or form. !activator is not defined here.
OnWaypointed (integer)
If the target is a waypoint, this output fires whenever a gBalloon reaches this target. Returns the number of gBalloons that have passed this waypoint. !activator is the gBalloon.
OnWaypointedBlimp (integer)
Similar to the OnWaypointed output, except only gBlimps are counted. Returns the number of gBlimps that have passed this waypoint.
OnWaypointedNonBlimp (integer)
Similar to the OnWaypointed output, except only non-gBlimps are counted. Returns the number of non-gBlimp gBalloons that have passed this waypoint.



logic_rotgb_cash
Hammer-exclusive entity for setting or getting the cash amount. Can also be used to detect if the player has enough cash or not.

KeyValues
fire_on_changed (boolean)
Fires the OnPreCashChanged and OnPostCashChanged outputs whenever the cash value has changed.
NOTE: Due to complications regarding individualized cash, the outputs will always return the SMALLEST value from all players. Consider using another method instead.
altermode (choices)
Sets how the AlterCash input should modify the cash amount.
0: Set for !activator
1: Add for !activator
2: Subtract for !activator
3: Set for All Players
4: Add for All Players
5: Subtract for All Players
6: Set for All Players Divided Evenly
7: Add for All Players Divided Evenly
8: Subtract for All Players Divided Evenly

Inputs
SetFireOnChanged (bool)
Sets whether Detect Cash Changes is enabled.
AlterMode (integer)
Sets the Cash Altering Mode.
AlterCash (float)
Alters the cash amount by the passed value according to the Cash Altering Mode.
GetCash (void)
Fires the OnGetCash output.
GetCashMin (integer)
Fires the OnGetCashMin output. The passed value offsets the output; a value of 3 will return the 3rd lowest cash amount among the players.
GetCashMax (integer)
Fires the OnGetCashMax output. The passed value offsets the output; a value of 2 will return the 2nd highest cash amount among the players.
CanAfford (float)
Tests whether !activator can afford the passed value, then fires the OnCanAfford or OnCantAfford outputs.
CanAffordAndSubtract (float)
Same as the CanAfford input, but will also subtract !activator's cash by the passed value if it is affordable.

Outputs
OnPreCashChanged (float)
Fired whenever the cash value changes and Detect Cash Changes is enabled. Returns the amount of cash before change. !activator is the logic_rotgb_cash itself.
OnPostCashChanged (float)
Fired whenever the cash value changes and Detect Cash Changes is enabled. Returns the amount of cash after change. !activator is the logic_rotgb_cash itself.
NOTE: You can use multiple logic_compares onto a single output for better performance.
OnAlterCash (float)
Fired by the AlterCash input. Returns ONLY the amount of cash !activator has after modification, even if multiple players were affected.
OnGetCash (float)
Fired by the GetCash input. Returns only the current amount of cash !activator has.
OnGetCashMin (float)
Fired by the GetCashMin input. Returns the lowest (or nth lowest) amount of cash a player has.
OnGetCashMax (float)
Fired by the GetCashMax input. Returns the highest (or nth highest) amount of cash a player has.
OnCanAfford (float)
Fired by the CanAfford input. Returns leftover cash after affording.
OnCantAfford (float)
Fired by the CanAfford input. Returns additional cash required to afford.



logic_rotgb_timescale
Hammer-exclusive entity for setting or getting the current game speed. Intended to be as a replacement for using point_*command or lua_run entities for setting the game speed, as they might be disabled.

KeyValues
monitor_timescale (boolean)
Fires the OnPreTimescaleChanged and OnPostTimescaleChanged outputs whenever the timescale has changed.

Inputs
SetQuarterTimescale (void)
Sets the game speed to x0.25.
SetHalfTimescale (void)
Sets the game speed to x0.5.
SetNormalTimescale (void)
Sets the game speed to x1.
SetDoubleTimescale (void)
Sets the game speed to x2.
SetQuadrupleTimescale (void)
Sets the game speed to x4.
DoubleTimescale (void)
Doubles the game speed.
HalveTimescale (void)
Halves the game speed.
SetTimescale (float)
Sets the game speed to the passed value.
GetTimescale (void)
Fires the OnGetTimescale output.

Outputs
OnGetTimescale (float)
Fired by the GetTimescale input. Returns the current game speed.
OnPreTimescaleChanged (float)
Fired whenever the timescale changes and Timescale Monitoring is enabled. Returns the exact timescale before change. !activator is the logic_rotgb_timescale itself.
OnPostTimescaleChanged (float)
Fired whenever the timescale changes and Timescale Monitoring is enabled. Returns the exact timescale after change. !activator is the logic_rotgb_timescale itself.
NOTE: You can use multiple logic_compares onto a single output for better performance.
OnQuarterTimescale (float)
Fired whenever the timescale changes to between x0.18 - x0.35 and Timescale Monitoring is enabled. Returns the exact timescale after change. !activator is the logic_rotgb_timescale itself.
OnHalfTimescale (float)
Fired whenever the timescale changes to between x0.36 - x0.70 and Timescale Monitoring is enabled. Returns the exact timescale after change. !activator is the logic_rotgb_timescale itself.
OnNormalTimescale (float)
Fired whenever the timescale changes to between x0.71 - x1.41 and Timescale Monitoring is enabled. Returns the exact timescale after change. !activator is the logic_rotgb_timescale itself.
OnDoubleTimescale (float)
Fired whenever the timescale changes to between x1.42 - x2.82 and Timescale Monitoring is enabled. Returns the exact timescale after change. !activator is the logic_rotgb_timescale itself.
OnQuadrupleTimescale (float)
Fired whenever the timescale changes to between x2.83 - x5.65 and Timescale Monitoring is enabled. Returns the exact timescale after change. !activator is the logic_rotgb_timescale itself.



logic_rotgb_difficulty
Hammer-exclusive entity for RotgB: The Gamemode. Can be used to add custom difficulties and remove existing ones.
When adding custom difficulties, you must have one of this entity PER DIFFICULTY. You will also need to set up translation files, see gamemodes/rotgb/content/resource/localization/en/rotgb_tg_difficulty.properties under the RotgB: The Gamemode files for example translation strings.
Note that no experience nor achievement progress are granted when playing on a custom difficulty.

KeyValues
difficulty_id (string)
If specified, this entity will add a new custom difficulty with this ID. If an existing difficulty has the same ID, it will be overridden.
difficulty_category (string)
Category that the custom difficulty will be added to.
difficulty_category_place (float)
Position of the difficulty category relative to other categories. The highest across all logic_rotgb_difficulty entities will be used.
difficulty_place (float)
Position of the difficulty relative to other difficulties in the same category.
difficulty_remove (string)
Comma seperated list of specific difficulty IDs to remove. A single asterisk (*) will remove all difficulties. This entity cannot remove difficulties from other logic_rotgb_difficulty entities in the map.
convar_X_name (string)
Xth ConVar to modify when the custom difficulty is selected. X can be any integer above 0.
convar_X_value (string)
Xth ConVar new value. X can be any integer above 0.



func_rotgb_nobuild
Hammer-exclusive entity. When enabled, towers cannot be placed inside the brush, not even partially. Should be textured with tools/toolstrigger for best results.

KeyValues
start_disabled (boolean)
Starts disabled.

Inputs
Enable / Disable / Toggle (void)



prop_rotgb_nobuild
When enabled, towers cannot be placed inside the prop, not even partially. This entity is created by the RotgB Tower Placement Editor STool and needs a model to work.

KeyValues
start_disabled (boolean)
Starts disabled.

Inputs
Enable / Disable / Toggle (void)



func_nav_avoid
Influence bots to avoid this region by increasing the pathfinding cost within it.
For gBalloons, it multiplies crossing cost by 1,000,000.

KeyValues
start_disabled (boolean)
Starts disabled.

Inputs
Enable / Disable / Toggle (void)



func_nav_prefer
Influence bots to prefer this region by decreasing the pathfinding cost within it.
For gBalloons, it divides crossing cost by 1,000,000.
NOTE: func_nav_avoids are generally preferred over func_nav_prefers as it reduces the risk of the preferred path costing more to cross than the restricted path.

KeyValues
start_disabled (boolean)
Starts disabled.

Inputs
Enable / Disable / Toggle (void)



filter_rotgb
Hammer-exclusive entity. Can be used to filter RotgB entities or damage caused by RotgB entities.

KeyValues
type (choices)
Sets the type of this filter. Some options will cause this entity filter to function as a damage filter instead.
0: (Damage Filter) gBalloon Damage
1: (Damage Filter) Tower Damage
2: (Entity Filter) gBalloon Entities
3: (Entity Filter) Tower Entities
negated (choices)
If set to Allow, only entities who match the criteria will pass the filter. If set to Disallow, only entities who do NOT match the criteria will pass the filter.
0: "Allow entities that match criteria"
1: "Disallow entities that match criteria"

Inputs
SetNegated (bool)
Sets whether the filter should be negated or not.
SetType (bool)
Sets the type of the filter.
0: (Damage Filter) gBalloon Damage
1: (Damage Filter) Tower Damage
2: gBalloon Entities
3: Tower Entities
TestActivator (void)
Test the activator against the filter and fires OnPass or OnFail output.

Outputs
OnPass (void)
Fired in response to TestActivator input if the activator passes the filter.
OnFail (void)
Fired in response to TestActivator input if the activator fails to pass the filter.



env_rotgb_text
Hammer-exclusive entity. An entity that displays text.

KeyValues
message (string)
Message to display onscreen.
level (choices)
Sets how the message is displayed.
0: Info (hint with lightbulb)
1: Chat (adds text)
2: Error (hint with X and buzzer)
rendercolor (color255)
Color. Only works with the Chat message type. Format: rrr ggg bbb aaa. -1 -1 -1 -1 = use default color.
holdtime (float)
The time the text should stay onscreen. Only works with the Info and Error message types. -1.0 = use default time.
activator_only (boolean)
Should only !activator see the message?

Inputs
Display (void)
Display the message text.
SetText (string)
Sets the text to display. Note that currently displayed text will not be updated on-the-fly.
SetMessageTypeInfo (void)
Sets the message type to Info.
SetMessageTypeChat (void)
Sets the message type to Chat.
SetMessageTypeError (void)
Sets the message type to Error.
Color (color255)
Sets the text color. Note that currently displayed text will not be updated on-the-fly.
SetHoldTime (float)
Sets the hold time. Note that currently displayed text will not be updated on-the-fly.
EnableActivatorOnly / DisableActivatorOnly / ToggleActivatorOnly (void)
Enables / Disable / Toggles the Activator Only state.



point_rotgb_spectator
Hammer-exclusive entity for RotgB: The Gamemode. If enabled, spectators can switch to this entity for viewing the map.

KeyValues
angles (angle)
This entity's orientation in the world. Format: ppp yyy rrr. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
welcome_point (choices)
Allows all players that have not yet chosen a team to use this entity for viewing the map.
0: No
1: Yes
2: Yes, and disallow normal use
fov (float)
Field of view. 0 leaves the player's FOV unchanged.
finish_point (choices)
Allows this entity to be used for the results screen.
0: No
1: Yes
2: Yes, and disallow normal use
lock_rotation (boolean)
BROKEN. This option is currently bugged and does nothing.

Inputs
Toggle (void)
Toggle
SetWelcomePoint (integer)
Sets whether this entity is a Welcome Point or not. A value above 1 will disallow normal use.
SetFinishingPoint (integer)
Sets whether this entity is a Finishing Point or not. A value above 1 will disallow normal use.
SetFOV (integer)
Sets the camera FOV.
SetLockRotation (bool)
BROKEN. This input is currently bugged and does nothing.
Last edited by Piengineer12; 24 Jan, 2023 @ 7:43am
< >
Showing 1-14 of 14 comments
Conga Dispenser 4 Feb, 2022 @ 3:43pm 
Now this, this is real nice.
Have you considered creating a template for these kinds of maps to make it slightly easier for newbies? I'd love to see some more maps on the workshop of this.
Conga Dispenser 4 Feb, 2022 @ 5:59pm 
You've mislabeled the cash mode selector, "0" is subtract, and "2" is set.

It's likely best to swap the text labels, rather than the functions themselves, to make sure maps using the old swapped values still work.
Last edited by Conga Dispenser; 4 Feb, 2022 @ 8:04pm
Conga Dispenser 4 Feb, 2022 @ 7:40pm 
Is there a way to update what path the balloons try to take?
I cannot seem to find a way to do it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2743181572
this is the layout, the hazard poles are "doors" that can be bought for a pretty large price.
They're supposed to block the path, and make the balloons take the longer path(s)
but it doesn't seem to do that. They just run into the door that's blocking them.

I have a door that pops up, and a nav_avoid that enables when the door upgrade is purchased, yet for some reason, it ignores the door and nav_avoid.
Last edited by Conga Dispenser; 4 Feb, 2022 @ 7:42pm
Piengineer12  [developer] 4 Feb, 2022 @ 8:23pm 
I actually forgot I made this guide, surprised it took this long for anyone to notice it.

The info here pertains to version 4.0.0 of RotgB - 5.0.0 uses completely different values for some things.

I'll try to get this updated sooner or later, right now I still need to tweak some aspects of RotgB to make mapping easy again. Sorry about that.

EDIT:

Actually, updating this is much harder than I expected. Can I just update the link to the FGD?
Last edited by Piengineer12; 4 Feb, 2022 @ 9:43pm
Conga Dispenser 4 Feb, 2022 @ 9:50pm 
Most likely, I'd just put a disclaimer saying "If you have downloaded the FGD before 5.0.0, you may have to redownload it to get the latest version."
Piengineer12  [developer] 4 Feb, 2022 @ 9:54pm 
Alright, sure. I'll prepare the new FGD and link it here afterwards.
Conga Dispenser 4 Feb, 2022 @ 10:16pm 
Is there a possible fix for the problem I'm having with the routing?
If not try to implement one if possible in the next version.

It'd be very useful for maps that actively change the route every so often.
Piengineer12  [developer] 4 Feb, 2022 @ 11:29pm 
I think it's because "rotgb_use_custom_pathfinding", AI Custom Pathfinding, is disabled.
Conga Dispenser 5 Feb, 2022 @ 12:16am 
I'll make sure that's enabled at another time. I'll let you know if it doesn't work.
Piengineer12  [developer] 5 Feb, 2022 @ 1:16am 
The new FGD is up. Let me know if some issues still occur.
Autistic Fish 8 Feb, 2022 @ 1:24am 
the hell is decryption key that i need for mega file
Piengineer12  [developer] 8 Feb, 2022 @ 9:24am 
Originally posted by Autistic Fish:
the hell is decryption key that i need for mega file
Sorry about that, I've found out that apparently the GET key doesn't work 100% of the time.
New download link is up, with the key this time.
Astronomatic 12 Aug, 2023 @ 11:39am 
Originally posted by Conga Dispenser:
Is there a way to update what path the balloons try to take?
I cannot seem to find a way to do it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2743181572
this is the layout, the hazard poles are "doors" that can be bought for a pretty large price.
They're supposed to block the path, and make the balloons take the longer path(s)
but it doesn't seem to do that. They just run into the door that's blocking them.

I have a door that pops up, and a nav_avoid that enables when the door upgrade is purchased, yet for some reason, it ignores the door and nav_avoid.

Is this map out yet or are you still working on it? It looks really cool!
Conga Dispenser 12 Aug, 2023 @ 12:08pm 
Originally posted by The Dark Legend:
Originally posted by Conga Dispenser:
Is there a way to update what path the balloons try to take?
I cannot seem to find a way to do it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2743181572
this is the layout, the hazard poles are "doors" that can be bought for a pretty large price.
They're supposed to block the path, and make the balloons take the longer path(s)
but it doesn't seem to do that. They just run into the door that's blocking them.

I have a door that pops up, and a nav_avoid that enables when the door upgrade is purchased, yet for some reason, it ignores the door and nav_avoid.

Is this map out yet or are you still working on it? It looks really cool!

It's on my workshop yeah. The maps should work unless ive screwed something up
< >
Showing 1-14 of 14 comments
Per page: 1530 50