For the first question regarding SI, use a vscript to keep limiting the
number of SI to 0

Second question I would try what rectus suggests

Third you for sure need EMS, can't do that with the vscripts in the non
beta.


On Thu, Jun 13, 2013 at 9:06 AM, Rectus <rectus...@gmail.com> wrote:

> If you want to have more control of what and how many infected spawn, you
> might be better of writing an EMS mutation for your map, or using the
> included Holdout one. You should look at how Holdout is set up, if you
> haven't already.
> It might be possible to disable specials spawning with a regular director
> script as well, but then they might not spawn properly from entities.
>
> For clown zombies, you could set up closed off areas with the appropriate
> population, and use func_nav_blockers to enable and disable the areas.
> Alternatively, commentary_zombie_spawner lets you spawn in specific zombie
> types.
>
> For the kill counter, you need to be able to track game events, and that's
> only possible to do with EMS.
>
> Alexis H skrev 2013-06-13 14:51:
>
>  Hey guys,
>>
>> I'm currently working on a bigass project for L4D2. But since it a lot of
>> work for a single person, I like to do some easier, more light hearted
>> mapping  to take a break sometimes.
>> I thought about making a silly but amusing Survival map. However, I need
>> to
>> know a couple of things:
>>
>> - Survival will automatically start spawning more and more Special
>> infected
>> as well as Tanks as the time progresses. Is there a way to prevent this?
>> Is
>> there a way to make the AIDir not spawn any special infected unless I
>> manually spawn them via an entity?
>>
>> - Is it possible to for example, at a certain point make it so that clown
>> uncommons spawn too? Just force spawn them or what?
>>
>> - Is there a way to add a kill counter that keeps track of how many
>> zombies
>> you killed?
>>
>> Thanks guys!
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>>
>
>
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