Commentary dummy: Difference between revisions

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{{l4d point|commentary_dummy}}<br>
__NOTOC__
{{l4d2 point|commentary_dummy}}
{{CD|CCommentaryDummy}}
{{stub}}
{{this is a|model entity|name=commentary_dummy|series=Left 4 Dead}} It is used in the [[Developer Commentary mode]] of both {{l4d|4}} and {{l4d2|4}} to display a model to the player, such as a Survivor model.
 
== Entity description ==
Commentary Dummy


== Keyvalues ==
== Keyvalues ==
* {{KV Angles}}
{{KV|Dummy Model|intn=model|studio}}
* {{KV Targetname}}
{{KV|Eye Height|intn=EyeHeight|integer|Eye height relative to origin. Only necessary when staring at players}}
* {{ScrollBox|title=Model|
{{KV|Starting Animation|intn=StartingAnim|string|The name of the starting animation that this dummy will play when it spawns.}}
; Dummy Model <code><studio></code>
{{KV|Starting Weapons|intn=StartingWeapons|string|The names of any weapons the dummy should have when it spawns. Separated by spaces, commas, or semicolons. Last specified weapon will be equipped}}
}}
{{note|Requires weapon script names, such as "weapon_pistol" and "weapon_rifle_desert". Does not work with melee weapons. '''Only''' adds a weapon into the models hands, ignoring attachment points for carried items. Making listing multiple weapons useless, as only last listed weapon will be used}}
* {{ScrollBox|title=EyeHeight|
{{KV|Stare at players|intn=LookAtPlayers|boolean|Set to true if you want the dummy to attempt to stare at players all the time.}}
; Eye Height <code><[[integer]]></code>
{{note|If set to "Yes" entire body turns towards player, but if set to "No", the models eyes will stare to the map center. Set "Head Yaw Pose Parameter" and "Head Pitch Pose Parameter" to a random letter to have the player not turn towards you and just have its eyes following you.}}
: Eye height relative to origin. Only necessary when staring at players
{{KV|Head Yaw Pose Parameter|intn=HeadYawPoseParam|string|The name of the head yaw pose parameter. Only necessary when staring at players}}
}}
{{KV|Head Pitch Pose Parameter|intn=HeadPitchPoseParam |string|The name of the head yaw pose parameter. Only necessary when staring at players}}
* {{ScrollBox|title=StartingAnim|
{{KV Targetname}}
; Starting Animation <code><[[string]]></code>
: The name of the starting animation that this dummy will play when it spawns.
}}
* {{ScrollBox|title=StartingWeapons|
; Starting Weapons <code><[[string]]></code>
: The names of any weapons the dummy should have when it spawns. Separated by spaces, commas, or semicolons. Last specified weapon will be equipped
}}
* {{ScrollBox|title=LookAtPlayers|
; Stare at players <code><choices></code>
: Set to true if you want the dummy to attempt to stare at players all the time.
}}
* {{ScrollBox|title=HeadYawPoseParam|
; Head Yaw Pose Parameter <code><[[string]]></code>
: The name of the head yaw pose parameter. Only necessary when staring at players
}}
* {{ScrollBox|title=HeadPitchPoseParam|
; Head Pitch Pose Parameter <code><[[string]]></code>
: The name of the head pitch pose parameter. Only necessary when staring at players
}}


== Inputs ==
== Inputs ==
; SetAnimation <[[string]]>
{{I|SetAnimation|Force the dummy to play an animation. The parameter should be the name of the animation.|param=string}}
: Force the dummy to play an animation. The parameter should be the name of the animation.
{{I Targetname}}
 
== Outputs ==
{{O Targetname}}
 
== See also ==
 
== External links ==


[[category:Left 4 Dead 2]]
[[Category:Commentary System]]

Latest revision as of 07:18, 29 August 2025

C++ Class hierarchy
CCommentaryDummy
CBaseCombatCharacter
CBaseFlex
CBaseAnimatingOverlay
CBaseAnimating
CBaseEntity

commentary_dummy is a model entity available in Left 4 Dead seriesLeft 4 Dead series Left 4 Dead series. It is used in the Developer Commentary mode of both Left 4 Dead Left 4 Dead and Left 4 Dead 2 Left 4 Dead 2 to display a model to the player, such as a Survivor model.

Keyvalues

Dummy Model (model) <model path>
Eye Height (EyeHeight) <integer>
Eye height relative to origin. Only necessary when staring at players
Starting Animation (StartingAnim) <string>
The name of the starting animation that this dummy will play when it spawns.
Starting Weapons (StartingWeapons) <string>
The names of any weapons the dummy should have when it spawns. Separated by spaces, commas, or semicolons. Last specified weapon will be equipped
Note.pngNote:Requires weapon script names, such as "weapon_pistol" and "weapon_rifle_desert". Does not work with melee weapons. Only adds a weapon into the models hands, ignoring attachment points for carried items. Making listing multiple weapons useless, as only last listed weapon will be used
Stare at players (LookAtPlayers) <boolean>
Set to true if you want the dummy to attempt to stare at players all the time.
Note.pngNote:If set to "Yes" entire body turns towards player, but if set to "No", the models eyes will stare to the map center. Set "Head Yaw Pose Parameter" and "Head Pitch Pose Parameter" to a random letter to have the player not turn towards you and just have its eyes following you.
Head Yaw Pose Parameter (HeadYawPoseParam) <string>
The name of the head yaw pose parameter. Only necessary when staring at players
Head Pitch Pose Parameter (HeadPitchPoseParam) <string>
The name of the head yaw pose parameter. Only necessary when staring at players
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

SetAnimation <stringRedirectInput/string>
Force the dummy to play an animation. The parameter should be the name of the animation.