Info director: Difference between revisions

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(Panic Event Controlled doesn't work in L4D2 ... if it does, we remove the note!)
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{{this is a|logical entity|name=info_director|series=Left 4 Dead|notext=1}}
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{{CD|CInfoDirector|CPointEntity}}
It's an entity that has some control over the '''AI director''' (the "[[Wikipedia:Gamemaster|gamemaster]]") using [[Inputs and Outputs|I/O]].


{{l4d point|info_director}}<br>
The AI director is almost entirely automated. This entity exists for situations like forcing survivors to their respective {{ent|info_survivor_position}} at the start of a campaign for camera intro sequences, starting panic events, scripted panic events or changing the Director's behaviour using DirectorOptions.
{{l4d2 point|info_director}}<br><br>
{{tip|the Director is capable of writing and executing [[L4D2 Mission Files#Revisiting maps|Journals]]. Which can be used to trigger things on a coming map, based on things you have done on the current map.}}
It is the notorious AI Director, and must exist in every L4D and [[Left 4 Dead 2|L4D2]] map for normal gameplay.
{{l4d2}} {{ent|logic_director_query}} can output the director's anger level, allowing level designers to adjust conditions according to how well the players are doing.


The director is almost entirely automated and only exists at design-time for the few situations in which other designer-placed entities need to communicate with it, such as for forcing survivors to their respective [[info_suvivor_position]] at the start of a campaign for camera intro sequences.
== Forcing Survivor Positions ==
The director is capable of forcing all survivors to stand still at {{ent|info_survivor_position}}, if they have a survivor name set.


{{l4d2 add|[[logic_director_query]]}} can output the director's anger level, allowing a level designer to adjust the map according to how well the players are doing.
This is used at the beginning of a campaign, to prevent the survivors from spawning underneath the map, or in finales to teleport the survivors out of the map to imply they are inside the escape vehicle.


== Caveats ==
For this to happen, go to the info_director outputs and add the following output:
{| {{OutputsTable}}
| [[File:Io11.png]] || OnGameplayStart|| !self || ForceSurvivorPositions || <none> || 0.00 || No
|-
| [[File:Io11.png]] || OnGameplayStart|| !self || ReleaseSurvivorPositions || <none> || 0.20 || No
|}


; Using the [[changelevel]] console command to restart the map will cause the director to ignore the <code>forcesurvivorpositions</code> input.
=== Caveats ===
: If you are restarting the map after a fresh compile using changelevel and you need to test out your intro sequence, use the kill console command afterwards to have the mission fail, this will cause the map to restart in a way that allows the info_director to use forcesurvivorpositions input, which will also allow your cameras to function.
* Using the {{ent|changelevel}} console command to restart the map will cause the director to ignore the <code>ForceSurvivorPositions</code> input.
; [[logic_auto]] cannot trigger <code>forcesurvivorpositions</code> unless the map was freshly loaded from the game menu as a campaign, or is restarting after mission failure.
: If you are restarting the map after a fresh compile using changelevel and you need to test out your intro sequence, use the kill console command afterwards to have the mission fail, this will cause the map to restart in a way that allows the info_director to use the ForceSurvivorPositions input, which will also allow your cameras to function.
: To get around this, have the director call forcesurvivorpositions and releasesurvivorpositions on itself using the <code>ongamestart</code> input. When your campaign is ready for release, you can safely change it back to using a logic_auto before final compilation if you wish, since players will be loading your campaign from the game menu.
* {{ent|logic_auto}} cannot trigger <code>ForceSurvivorPositions</code> unless the map was freshly loaded from the game menu as a campaign, or is restarting after mission failure.
: To get around this, have the director call ForceSurvivorPositions and ReleaseSurvivorPositions on itself using the <code>OnGameStart</code> input. When your campaign is ready for release, you can safely change it back to using a logic_auto before final compilation if you wish, since players will be loading your campaign from the game menu.


== Keyvalues ==
== Keyvalues ==
{{KV Targetname}}
{{KV Targetname}}
{{KV Origin}}


== Inputs ==
== Inputs ==
{{I|PanicEvent|Fired when a major event happens to make the director spawn infected waves. In battlefields, the number of waves depends on the campaign length and chapter number. For example, campaigns with 4 chapters have one-waved battlefield panic events only in the first map while campaigns with 5 chapters have them in the first and second maps. Non-battlefield panic events are always one-waved.}}
{{I|PanicEventControlled|only={{l4d}}|Like <code>PanicEvent</code>, but allows for some control of intensity, via the number of waves.|param=int}}
: {{tip|In {{L4D2|4}}, <code>ScriptedPanicEvent</code> can be used instead and offers much more freedom.}}
{{I|ForceSurvivorPositions|Make each survivor stand at an <code>info_survivor_position</code>.}}
: {{note|Also hides HUD, except Survival and Scavenge specific HUD overlays.}}
{{I|ReleaseSurvivorPositions|Allow survivors to move freely again.}}
: {{note|Also enables HUD again.}}
{{I|FireConceptToAny|Fire a speech concept to any survivor that is capable of speaking it. Allows survivor dialogue to be triggered by map entities (e.g. No Mercy's elevator with parameter hospital04_path4)|param=string}}
{{I|StartIntro|Fire when the intro starts. Players are immune to damage while this is active. No mobs or SI will spawn.}}
{{I|FinishIntro|Fire when the intro ends. Players will now take damage. Mobs and SI can spawn given that the player is no longer standing in a nav square marked as CHECKPOINT.}}
{{I|EnableTankFrustration|Can be used to enable the Tank frustration meter.}}
{{I|DisableTankFrustration|Can be used to disable the Tank frustration meter.}}


; <code>StartIntro</code>
=== {{l4d2}} Left 4 Dead 2 only ===
: Players are immune to damage while this is active. No mobs or SI will spawn.
{{I|BeginScript|param=scriptlist}}
; <code>FinishIntro</code>
{{I|EndScript|{{sq}}Begin/End [[L4D2 Director Scripts|Director VScripts]]. <code>BeginScript</code> will automatically end any running scripts to start others.}}
: Players will now take damage. Mobs and SI can spawn given that the player is no longer standing in a nav square marked as PLAYER_START and/or CHECKPOINT.
{{I|ScriptedPanicEvent|param=scriptlist|{{sq}}Run a [[L4D2 Director Scripts#Finales and Scripted Panic Events|scripted panic event]], a staged event similar to a finale.}}
; <code>ForceSurvivorPositions</code>
{{note|The scripts of the above inputs ''must'' reside under the "vscripts" subfolder. Events will play out only the 1 second DELAY "stage 0" otherwise.}}
; <code>ReleaseSurvivorPositions</code>
{{I|ForcePanicEvent|Trigger a panic event, no matter what else is going on.}}
: Teleport / release the survivors from their starting positions and enable / disable movement.
{{I|EndCustomScriptedStage|{{sq}}End a scripted type finale stage.}}
; <code>PanicEvent</code>
: {{bug*|In scripted panic events, sending this input or alternatively running <code>Director.ForceNextStage()</code> ends the whole event.}}
:Force a panic event.
{{I|IncrementTeamScore|Increment a team's score. (2 {{=}} survivors, 3 {{=}} infected)|param=int}}
; <code>PanicEventControlled</code>
{{I|CreateNewJournal|Create a new journal.|param=string}}
:Force a panic event that allows you to control how many waves of infected will spawn via the parameters string.
{{I|WriteToJournal|Add a task to the I/O Journal.|param=string}}
:NOTE: PanicEventControlled only works in L4D1.
{{I|ExecuteJournal|Execute all tasks in the specified journal|param=string}}
; <code>FireConceptToAny</code>
{{I|RefreshInitialSpawnPositions|{{todo|seems to teleport survivors to the positions they spawned from.}}}}
:Allows survivor dialogue to be triggered by map entities (e.g. No Mercy's elevator with parameter hospital04_path4)
; {{l4d2 add|<code>BeginScript</code>}}
; {{l4d2 add|<code>EndScript</code>}}
: {{sq}}Activate/deactivate a [[VScript]].
{{I Targetname}}


== Outputs ==
== Outputs ==
{{O|OnGameplayStart|activator=NULL|Fired when a map loads, all players join and gameplay begins.}}
=== {{l4d2}} Left 4 Dead 2 only ===
{{O|OnPanicEventFinished|Fired when a panic event is finished.}}
:{{bug|Doesn't fire?}}
{{O|OnCustomPanicStageFinished|activator=NULL|Fired when each stage of a custom panic event or custom finale finishes. Relies on vscripts.
:{{warning|If scriptedmode is active (for example a mutation is played) this output fires right as the map starts}}}}
{{O|OnTeamScored|activator=NULL|Fired when a team places a scavenge item in the scavenge goal.}}
{{O|OnScavengeRoundStart|activator=NULL|Fired when a scavenge round starts.}}
{{O|OnScavengeOvertimeStart|activator=NULL|Timer has run out and game went into overtime.}}
{{O|OnScavengeOvertimeCancel|activator=NULL|Time was added to the clock, ending overtime.}}
{{O|OnScavengeTimerExpired|activator=NULL|Time has run out, game did not enter overtime.}}
{{O|OnScavengeIntensityChanged|activator=NULL|Intensity level has changed. 1 {{=}} highest intensity, decreases as number gets larger.|param=int}}
{{O|OnUserDefinedScriptEvent1-4|ac-is-this=1|Generic user defined event fired from a squirrel [[L4D2 Vscripts|script]] ({{code|UserDefinedEvent1()-UserDefinedEvent4()}})}}


; <code>OnGameplayStart</code>
== See also ==
: Fired when a map loads, all players join and gameplay begins.
* {{ent|info_survivor_position}}
; <code>OnPanicEventFinished</code>
* [[L4D Level Design/Panic Events]]
: Fired when a panic event is finished.
* [[L4D2 Vscripts|L4D2 vscripts]]
{{O Targetname}}
* [[L4D2 Director Scripts|Director Scripts]]
* {{ent|logic_director_query}}
* {{ent|trigger_finale}}

Latest revision as of 15:43, 1 June 2025

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info_director is a logical entity available in Left 4 Dead seriesLeft 4 Dead series Left 4 Dead series.

C++ Class hierarchy
CInfoDirector
CPointEntity
CBaseEntity

It's an entity that has some control over the AI director (the "gamemaster") using I/O.

The AI director is almost entirely automated. This entity exists for situations like forcing survivors to their respective info_survivor_position at the start of a campaign for camera intro sequences, starting panic events, scripted panic events or changing the Director's behaviour using DirectorOptions.

Tip.pngTip:the Director is capable of writing and executing Journals. Which can be used to trigger things on a coming map, based on things you have done on the current map.

Left 4 Dead 2 logic_director_query can output the director's anger level, allowing level designers to adjust conditions according to how well the players are doing.

Forcing Survivor Positions

The director is capable of forcing all survivors to stand still at info_survivor_position, if they have a survivor name set.

This is used at the beginning of a campaign, to prevent the survivors from spawning underneath the map, or in finales to teleport the survivors out of the map to imply they are inside the escape vehicle.

For this to happen, go to the info_director outputs and add the following output:

  My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnGameplayStart !self ForceSurvivorPositions <none> 0.00 No
Io11.png OnGameplayStart !self ReleaseSurvivorPositions <none> 0.20 No

Caveats

  • Using the changelevel console command to restart the map will cause the director to ignore the ForceSurvivorPositions input.
If you are restarting the map after a fresh compile using changelevel and you need to test out your intro sequence, use the kill console command afterwards to have the mission fail, this will cause the map to restart in a way that allows the info_director to use the ForceSurvivorPositions input, which will also allow your cameras to function.
  • logic_auto cannot trigger ForceSurvivorPositions unless the map was freshly loaded from the game menu as a campaign, or is restarting after mission failure.
To get around this, have the director call ForceSurvivorPositions and ReleaseSurvivorPositions on itself using the OnGameStart input. When your campaign is ready for release, you can safely change it back to using a logic_auto before final compilation if you wish, since players will be loading your campaign from the game menu.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Inputs

PanicEvent
Fired when a major event happens to make the director spawn infected waves. In battlefields, the number of waves depends on the campaign length and chapter number. For example, campaigns with 4 chapters have one-waved battlefield panic events only in the first map while campaigns with 5 chapters have them in the first and second maps. Non-battlefield panic events are always one-waved.
PanicEventControlled <integerRedirectInput/integer> (only in Left 4 Dead)
Like PanicEvent, but allows for some control of intensity, via the number of waves.
Tip.pngTip:In Left 4 Dead 2 Left 4 Dead 2, ScriptedPanicEvent can be used instead and offers much more freedom.
ForceSurvivorPositions
Make each survivor stand at an info_survivor_position.
Note.pngNote:Also hides HUD, except Survival and Scavenge specific HUD overlays.
ReleaseSurvivorPositions
Allow survivors to move freely again.
Note.pngNote:Also enables HUD again.
FireConceptToAny <stringRedirectInput/string>
Fire a speech concept to any survivor that is capable of speaking it. Allows survivor dialogue to be triggered by map entities (e.g. No Mercy's elevator with parameter hospital04_path4)
StartIntro
Fire when the intro starts. Players are immune to damage while this is active. No mobs or SI will spawn.
FinishIntro
Fire when the intro ends. Players will now take damage. Mobs and SI can spawn given that the player is no longer standing in a nav square marked as CHECKPOINT.
EnableTankFrustration
Can be used to enable the Tank frustration meter.
DisableTankFrustration
Can be used to disable the Tank frustration meter.

Left 4 Dead 2 Left 4 Dead 2 only

BeginScript <scriptlistRedirectInput/string>
EndScript
SquirrelBegin/End Director VScripts. BeginScript will automatically end any running scripts to start others.
ScriptedPanicEvent <scriptlistRedirectInput/string>
SquirrelRun a scripted panic event, a staged event similar to a finale.
Note.pngNote:The scripts of the above inputs must reside under the "vscripts" subfolder. Events will play out only the 1 second DELAY "stage 0" otherwise.
ForcePanicEvent
Trigger a panic event, no matter what else is going on.
EndCustomScriptedStage
SquirrelEnd a scripted type finale stage.
Icon-Bug.pngBug*:In scripted panic events, sending this input or alternatively running Director.ForceNextStage() ends the whole event.
IncrementTeamScore <integerRedirectInput/integer>
Increment a team's score. (2 = survivors, 3 = infected)
CreateNewJournal <stringRedirectInput/string>
Create a new journal.
WriteToJournal <stringRedirectInput/string>
Add a task to the I/O Journal.
ExecuteJournal <stringRedirectInput/string>
Execute all tasks in the specified journal
RefreshInitialSpawnPositions
Todo: seems to teleport survivors to the positions they spawned from.

Outputs

OnGameplayStart
!activator = NULL
!caller = this entity
Fired when a map loads, all players join and gameplay begins.

Left 4 Dead 2 Left 4 Dead 2 only

OnPanicEventFinished
Fired when a panic event is finished.
Icon-Bug.pngBug:Doesn't fire?  [todo tested in ?]
OnCustomPanicStageFinished
!activator = NULL
!caller = this entity
Fired when each stage of a custom panic event or custom finale finishes. Relies on vscripts.
Warning.pngWarning:If scriptedmode is active (for example a mutation is played) this output fires right as the map starts
OnTeamScored
!activator = NULL
!caller = this entity
Fired when a team places a scavenge item in the scavenge goal.
OnScavengeRoundStart
!activator = NULL
!caller = this entity
Fired when a scavenge round starts.
OnScavengeOvertimeStart
!activator = NULL
!caller = this entity
Timer has run out and game went into overtime.
OnScavengeOvertimeCancel
!activator = NULL
!caller = this entity
Time was added to the clock, ending overtime.
OnScavengeTimerExpired
!activator = NULL
!caller = this entity
Time has run out, game did not enter overtime.
OnScavengeIntensityChanged <integerRedirectOutput/integer>
!activator = NULL
!caller = this entity
Intensity level has changed. 1 = highest intensity, decreases as number gets larger.
OnUserDefinedScriptEvent1-4
!activator = !caller = this entity
Generic user defined event fired from a squirrel script (UserDefinedEvent1()-UserDefinedEvent4())

See also