L4D2 Level Design/Wandering Witch

From Valve Developer Community
Jump to: navigation, search
English (en)Русский (ru)中文 (zh)
Edit


In L4D2, we discover that witches sit and rock themselves only at night. If there's sunlight, they wander. You can control this in your map from the Map > Map Properties... menu item.

If you change Time of day to any time of day when the sun is out, including "Dawn", "Morning", and "Afternoon", witches spawned by the Director will wander.

float

Changing Behaviour at runtime

If you would like to have both standing and sitting witches, or randomly pick which to use, you can do so by using a vscript.

Create a text file called Witch_behaviour.nut (or any sensical name) and put it into the scripts/vscripts folder.
The script should contain the following:

//This script basically just swaps a Cvar specifically bound to witch behaviour.
	function WitchWalk(){
	Convars.SetValue("sv_force_time_of_day",3)
}
	
	function WitchSit(){
	Convars.SetValue("sv_force_time_of_day",0)
}

Next, place a logic_script entity into your map, using "Witch_behaviour" in the "Entity Scripts" field.

Any entity capable of firing outputs, such as logic_timer, trigger_once, func_button, logic_case, ect. can have the following output to change the behaviour of the next spawned witches until changed:
Sitting Witch

  My Output Target Entity Target Input Parameter Delay Only Once
Io11.png Depends on entity <logic_script entity name> RunScriptCode WitchSit() 0.00 No

Wandering Witch

  My Output Target Entity Target Input Parameter Delay Only Once
Io11.png Depends on entity <logic_script entity name> RunScriptCode WitchWalk() 0.00 No
Note.pngNote:This will not make a witch stand up or sit down after she has spawned.

You could also make an intricate setup of a logic_case randomly picking between witch behaviours and spawns them one after another, to get a map such as the Sugarmill, but with both sitting and wandering witches.