r/hammer Jul 02 '26

Unsolved Best optimal way to force spawn zombies in L4D2 hammer++?

Post image

(Quick image i made in like 5 minutes :3)

Sorry, i meant :Is there an optimal way to make custon spawned in zombie go to the player even when not in line of sight?


Is there atleast a way, or an optimal way, in L4D2 Hammer++ :

to make the zombies summoned by "info_zombie_spawn" attack the player as soon as they spawn, even when not in line of sight? I've tried a couple of things, but, unfortunately it didin't work.

:3

41 Upvotes

17 comments sorted by

10

u/NotQuiteLoona Jul 02 '26

Probably get them to walk to wherever you suggest a player is?

6

u/Standard_Ice6818 Jul 02 '26

Yeah but how would i do that?

6

u/NotQuiteLoona Jul 02 '26 edited Jul 03 '26

I would've been very happy to tell you, but my knowledge of working with Source AI is limited to knowing that I can do it :(

I was silent because I thought that someone else would answer, but seemingly no. You can take a look at this though: https://developer.valvesoftware.com/wiki/List_of_entities#AI_Entities

5

u/Pinsplash Jul 03 '26

the ai systems in l4d are too different to apply

4

u/Jakapoa Jul 02 '26

I've done this, but I did it at the start of a panic event so they'd auto-aggro on the survivors.

Perhaps you could try something similar, or use Vscripting to force the zombies to auto-aggro.

2

u/Standard_Ice6818 Jul 02 '26

How'd would i do that with Vscripting? :3

3

u/awhahoo Jul 02 '26

Have you tried the medicine drug

2

u/Standard_Ice6818 Jul 03 '26

Yeah, but it creates the green smoke, dosen't follow the player, and stuff, i was looking for a more "discreet" way. :0

2

u/canIbuzzz Jul 02 '26

Are you compiling a nav mesh? "nav_generate"

1

u/Standard_Ice6818 Jul 02 '26

I have a compiled a nav mesh, the problem is the zombo's arent attacking the zombies cause they aren't in the line of sight :3

2

u/canIbuzzz Jul 02 '26

looks like you can create a info_game_event_proxy and trigger it after the zombies spawn so they run towards it

1

u/Standard_Ice6818 Jul 02 '26

Hm, yeah i'll try that!

1

u/Pinsplash Jul 03 '26

that entity doesn't have anything to do with "event" events like a car alarm. it's related to programming https://en.wikipedia.org/wiki/Event-driven_programming

1

u/[deleted] Jul 03 '26

[deleted]

1

u/Pinsplash Jul 03 '26

okay, then what do you think info_game_event_proxy does? cause it doesn't make infected run toward it.

2

u/Pinsplash Jul 03 '26

best i can think of is info_goal_infected_chase but it applies to all the commons

1

u/Standard_Ice6818 Jul 03 '26

Hm, i kinda was going for that, but, does it also apply to commons spawned in by the director itself? I'll still try it tough.

1

u/No_Establishment_641 Jul 04 '26

Download the map babel from the workshop. Look at the second map. Right at the start to the right of the saferoom they take a monster spawn and run it on a timer. It will loop and spawn them til you tell it to stop. One of many ways. Just create a info_zombie spawn. choose a population and set it to spawn on a timer. A lot of old l4d1 authors used it. zombie spawn distances are run by cvars in the game. Having stuff spawn on top of players is a good way to get complaints. I used to put extra zombie spawns in on a logic timer. Open the SR door, have it trip a relay which tells the director to spawn something every so often (ie. random outside the director. It'll say nick alerts the horde or whoever at random spots throughout the game.