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zinv_npc_nocollide 0/1/2 - Disables collisions of spawned npcs/entities. 0 = off. 1 = no collision with other npcs/entities spawned with ZINV. 2 = no collisions with anything, player included.
zinv_wander 0/1 - Spawned npcs will wander to random locations continually once spawned, selecting new random locations to wander to after reaching each destination.
zinv_wander_radius_min <value> - If zinv_wander is 1, then spawned npcs will wander to random locations no closer than this distance.
zinv_wander_radius_max <value> - If zinv_wander is 1, then spawned npcs will wander to random locations no further away than this distance.
zinv_afraid 0/1 - Spawned npcs will be afraid of players, and actively run away if they spot a player. This convar is overwritten by zinv_passive and zinv_neutral.
zinv_passive 0/1 - Spawned npcs will be passive, and will not attack anything, even if they are attacked. This convar overwrites the functionality of zinv_afraid, and is overwritten by zinv_neutral.
zinv_neutral 0/1 - Spawned npcs will be initially passive, and will only attack if individually attacked first. This convar overwrites functionality of zinv_passive and zinv_afraid.
zinv_hivemind 0/1 - All npcs spawned with ZINV will react the same if even one npc spawned with ZINV is engaged.
Using this convar with zinv_afraid 1 results in all npcs trying to flee if one is alerted to a player.
Using this convar with zinv_neutral 1 results in all npcs engaging the player or another npc if one is attacked, assuming spawned npcs do not already sport this all-encompassing squad functionality by default.
zinv_death_drop <input> - Npcs spawned with ZINV will spawn the specified entity name on the ground upon their death. Turn sv_cheats to 1 and type impulse 106 while pointing at an entity to see its entity name.
Also as a final note, I thought of a new addition that I feel might be simple enough to pull off.
DELAYED SPAWN ROSTER INCLUSION/EXCLUSION(Addition)
The Heroes tab is an interesting idea with ZINV, however to my knowledge all it really does differently is make sure that whatever is spawned from the heroes list will only spawn with one of that npc present at a time. In my opinion, this could be done in not just a more straightforward fashion, but also needs a bit more functionality to allow players to decide the number of Hero npcs they want at a single time, as well as whether or not they can spawn multiple times, or only once.
The concept of being able to add bosses to ZINV has a lot more potential than what is available. I propose to scrap the Heroes tab, and in place of it, add a feature that allows you to introduce a specified delay from when zinv is enabled that will allow a spawn roster entry to be active only after zinv has been enabled for long enough. This would allow players to ramp up the difficulty of ZINV without having to disengage from combat/activity and actively change which profile they are using. It would give people a means to deliberately create tougher npcs, with more health, and with a 5% size increase and speed increase and damage increase, but these npcs will only begin spawning from the roster if zinv has been enabled for at least X amount of seconds.
OR
in much the same fashion, allow spawn entries to become disabled after zinv has been enabled for X amount of seconds.
This can essentially give people a way to craft their own 'waves' of enemies to see how long they can survive. Customized lesser enemies for the first 3 minutes, and are then disabled from the spawn roster. Customized stronger enemies are now enabled for spawning for the next 7 minutes. Then customized elite enemies are now enabled for spawning for the next 10 minutes. Then boss npcs are now able to spawn after 15 minutes. Etc etc. Combine this with a universal option to specify how many of a specific entry is able to be spawned at one time, as well as if a specific entry can only be spawned once, twice, 7 times, infinite, etc, and you suddenly have full capability to craft an enormous array of different experiences with ZINV.
You can have distinct waves of specific types of enemies, starting with easy-to-kill mobs of headcrabs, and eventually unlocking spawning for poison zombies that do 500% damage, are 300% larger, and move 400% faster as customized bosses, or you can simply gradually enable more and more types of enemies, diversifying what is spawned more and more the longer zinv stays enabled.
You could even expand on this further and allow certain sounds to be played to all players on the server or have text of the player's specification displayed on the screen when certain spawn entries are disabled/enabled. This can signify if a difficulty is ramping up, or if a new wave is imbound.
You could also add a new convar along side this addition that would actively change the spawn distances automatically without the player having to change them themselves. Something like:
zinv_spawndist_max_timer <value1> <value2> - What the maximum spawn distance for npcs will change from and to respectively over the duration of zinv_spawndist_timer once zinv is enabled.
zinv_spawndist_min_timer <value1> <value2> - What the minimum spawn distance for npcs will change from and to respectively over the duration of zinv_spawndist_timer once zinv is enabled.
zinv_spawndist_timer <value> - How long it takes maximum and minimum spawn distances to change from their first value to their second value after zinv has been enabled.
This would result in npcs being able to spawn closer and closer and closer to the player's location, quickly ramping up how many npcs the player is dealing with at one time based on how long zinv has been enabled.
OR
You could make it so that each entry has the possibility of having custom spawn distances, so certain npcs spawn closer or further away than all the others.
Obviously all of that would be a lot more effort though, were you to want to go all out, but still, a simple delay feature that disables/enables certain entries from spawning would be a nice means to automate a difficulty incline.
Hopefully some of these can interest you enough to try and incorporate.