sn0wsh00 42 Report post Posted January 12 (edited) A few months ago, I wrote a guide on how to vary CS:GO maps round-to-round using logic_case and logic_eventlistener entities. Would be nice to hear some feedback from you guys regarding my guide's accuracy, as well as any additions I should add: How to Randomize Your Map Round-to-Round in Hammer I owe of lot of the guide's contents to Reddit user Nymphalow and Valve's developer wiki. I do have some questions regarding some game_player_equip flags, however. Specifically, if you scroll down to the "Starting Weapons" section, you'll see that, for the game_player_equip entity named "equip_players," I say that you should only enable the "Only Strip Same Weapon Type" flag. In Nymphalow's original post, on the other hand, Nymphalow says that the "equip_players" game_player_equip entity only enable the "Use Only" flag. In my experience, though, having only "Use Only" checked caused a crapton of weapons to spawn, while having only the "Only Strip Same Weapon Type" flag checked caused the trigger_multiple entity to correctly spawn only 1 weapon. Hopefully, someone knowledgeable can help clear up this issue. I think I figured out how to use "Use Only" with game_player_equip and trigger_multiple. See post here. You probably won't be using many of these randomization techniques in a competitive map (heard people really disliked cs_havana for doing just that). However, I do think there's a bunch of potential for round-to-round variation in AIM, Coop and obstacle course maps, for those who want to give those maps more replayability. In fact (self-promotion ahead!), here are some maps I've created that uses some of the concepts explained in my guide: fy_five_infernos: group spawn randomization mg_space_race: obstacle course with randomized func_brush entities aim_six_arenas: weapon randomization Edited January 14 by sn0wsh00 wording 1 1 Andre Valera and DutchCrazyGamer reacted to this Quote Share this post Link to post Share on other sites
sn0wsh00 42 Report post Posted January 14 (edited) Ok, so I probably figured out the whole "use only" thing with regards to game_player_equip. It turns out what Nymphalow probably meant to say was: For "equip_player", make sure that "Use Only" and "Only Strip Weapon Type" are checked In the trigger_multiple output, the "Via this input" field should be "Use" instead of "TriggerForActivatedPlayer." Given that "Use" is by default a non-FGD input, "Use" will appear red. I'll update the guide to incorporate this new way to randomize weapons once I get close to finishing my aim_six_arenas spinoff. Shoutout to @Kokopelli's Snowball Fight - Country House map for showing how to correctly do this. Edited January 14 by sn0wsh00 Formatting, credit 1 Kokopelli reacted to this Quote Share this post Link to post Share on other sites
sn0wsh00 42 Report post Posted January 16 (edited) Talk about really randomizing your stuff: OrelStealth has just released a map with procedural generation: https://steamcommunity.com/sharedfiles/filedetails/?id=2362387875 Skimming through the decompiled files, it looks like most of the procedural generation was done through Vscript combined with a bunch of prop_dynamic entities. Edited January 16 by sn0wsh00 link Quote Share this post Link to post Share on other sites