How to Create Invasion-like Mods
See the Following Page Before Proceeding
- Have experience with level modding (modifying entities) & decl modding. If you know about encounter managers, volume triggers, invisible walls, relays, timelines, interactables - then you should be knowledgeable enough.
- Use Assetsinfo to pull assets from a BATTLEMODE map (both the base folder and _patch1).
- Open a campaign entities file (preferably from the base campaign since they most likely contain leftover Invasion entities).
- Delete the idGameChallenge_CampaignSinglePlayer and copy+paste an idGameChallenge_PVP from any of the BATTLEMODE entities file. The difficultySettings can be applied here if you want players to change difficulties.
- Delete ALL idProp2 entities. These are pickups. They are guaranteed crashes for clients. If your level has key cards, you will need to trigger a door opening entities for that colored key around the time you would normally obtain it. The easiest method is to simply activate an idTarget_InteractionAction entity at the end of an encounter with an activateTarget eventCall.
- Delete ALL idPlayerStart entities since they prevent demon players from spawning. You will need to copy the spawn position entities from BATTLEMODE entities. You will need 1 idPlayerStart entity inherits from player/start and another that inherits online/battle_arena/player_start for the Slayer.
- Add 2 spawn positions for demon players and additional respawn positions. TEAM_ONE is for the Slayer team, TEAM_TWO is for the demon team. Add respawnOnly = true; to the demon respawn entities. Find the idWorldspawn entity and add the pvpRespawnZ = ...; parameter. Set it to a negative value that is just below the world's geometry. This will allow players to respawn if they fall below a certain vertical distance. Alternatively, you can disable the pvp_respawnZCheck since it will automatically teleport demon players to a respawn position if they reach below the pvpRespawnZ axis. To do this, create or modify the idTarget_FirstThinkActivate if it already exists. This will trigger entities on first map load. Make it target an idTarget_Command entity that executes pvp_respawnZCheck 0.
- DON'T activate the Invasion layer. I have experienced crashes by doing this. Instead, remove the "game/sp/invasion" layer ONLY for the entities that contains more than 1 layer, such as the demon jump pads and portals. Change all instances of "game/sp/demon_team" to "game/pvp/demon_team" & "game/sp/slayer_team" to "game/pvp/slayer_team".
- Although not required, it is recommended to delete most if not all idInteractable entities. These are usually buttons or switches that the player can activate, but they also include Mod Bots, Rune Stations, & Praetor Suit Sentinel Ghosts. If an interactable opens a door, just add an activateTarget eventCall at the end of an encounter to open it.
- Also not required, but deleting invisible walls will help demon players navigate to certain locations since they cannot activate triggers as clients.
- Barricade or add teleporters to dead ends. In SGN Invasion, I added invisible walls remapped to Energy Barriers. They are idProp_Coop CLIPMODEL_BOX entities that are completely solid so no player can pass through them. Make sure to scale them appropriately. For portals, add the idEntityFx (for both slayer_team & demon_team layers), a idTrigger_Teleporter, and a idInfo_TeleportDestination entity. You can specify if a player (Slayer) or demon player can activate (or both).
- Since checkpoints don't exist, it is recommended to activate portals near the Slayer spawn position when they reach farther into the map. Use a simple activateTarget eventCall to activate an idTarget_Count relay in an encounter to do so. The relay should contain the idEntityFx, idTarget_Spawn for the teleporter, then the idTrigger_Teleporter. Clients won't see these portals activate nor can they interact with them.
- To broadcast Music or SFX to clients, create an idMusicEntity for each ambient, light, heavy music state. Create an idTarget_Count relay that targets the music entity. Create an idTarget_Timeline that activates the relay at least after 500 eventTime. You may need to trigger this twice to work, add at least another 2000 eventTime that targets the same entity. When you want the music to play in an encounter, use an activateTarget eventCall to activate the timeline.
- Use proteh's EternalTraversalInfoGenerator for the marauder_wolf so the playable Marauder's Wolf summon has proper traversal navigation for the entire level. Do the same for other AI that Demon players could summon.
- Get another PC/Laptop that can at least run DOOM Eternal, it doesn't have to run well, but it has to run. Buy TAG1 or TAG2 on a separate Steam account. Use this device to verify that changes to the client works as intended. This is not a required step but it will make the process 10 times faster and more importantly, less miserable
By default, the playable Dread Knight character would not load outside of BATTLEMODE maps because its assets only exist in those maps.
- To get the playable Dread Knight working in single player maps, copy all of its visual components into the highest resource patch for the level that you are modifying. Check resource priority here
- The following decls must be copied over (they do not need to be added to Assetsinfo). They can be found in an _patch1 resources for BATTLEMODE maps.
- The following md6 files must be copied over as well (copy EVERY content in the sub-directories).
md6\characters\monsters\dreadknight_mp\base\motion\combat\... md6\characters\monsters\dreadknight_mp\base\motion\mechanics\ledgegrab\... md6\player\monsters\dreadknight_1p\base\assets\mesh\... md6\player\monsters\dreadknight_1p\base\motion\core\additive\... md6\player\monsters\dreadknight_1p\base\motion\core\... md6\player\monsters\dreadknight_1p\base\motion\mechanics\... md6\player\monsters\dreadknight_1p\base\motion\reactions\hit\base\additive\...