Info zombie border: Difference between revisions

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(guess ill do the first move: Marking this obsolete since in my vscript test,infected doesn't seem to care if its in LOS of the back of this entity, or is anywhere considered behind of it)
m (→‎Inputs: Substituted IO templates)
 
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{{stub}}{{obsolete|entity=1}}
{{CD|CZombieBorder|CServerOnlyPointEntity}}
{{l4d2 point|info_zombie_border}} Unknown what this entity does, but the official FGD vaguely describes that "No zombies will spawn behind this entity.". Attempting to put multiple entities of this, with all of their backs facing all 4 directions, appears that the infected will still use normal spawning behavior.
{{this is a|point entity|name=info_zombie_border|game=Left 4 Dead 2}} It prevents any A.I. controlled infected to spawn behind it. If infected already exists before its spawned or re-enabled, the infected will discard themselves through deletion or suicide. The criteria to be behind this entity is only by position, so Line of Sight is not required.
 
It might be better to just use [[func_nav_blocker]] to block the only way to a preceding path out entirely so infected won't spawn or use the proper navigation mesh attributes from [[func_nav_attribute_region]] to manipulate infected spawning (like<code>OBSCURED</code>or<code>NO_MOBS</code>attributes,).


This is an aggressive way to prevent infected spawning, use with caution.
__NOTOC__
== Keyvalues ==
== Keyvalues ==
{{KV BaseEntity|l4d2=1}}
{{KV Targetname}}
{{KV EnableDisable}}
{{KV Angles}}


== Inputs ==
== Inputs ==
{{I BaseEntity|l4d2=1}}
{{I|Enable}}
{{I EnableDisable}}
{{I|Disable|Enable/Disable this entity from blocking spawns}}
 
== Outputs ==
{{O BaseEntity|l4d=1}}


==Uses in official maps==
==Uses in official maps==
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; c3m1_plankcountry
; c3m1_plankcountry
* Named as<code>no_zombies_east_river</code>. Placed at where the ferry stops at after when the survivors start it, with its back facing the other side of the river.
* Named as<code>no_zombies_east_river</code>. Placed at where the ferry stops at after when the survivors start it, with its back facing the other side of the river.
** Receives a<code>Disable</code>input when the ferry is started.
** Receives a<code>Disable</code>input when the ferry is started, allowing infected to spawn at the other side again.
 
== See also ==
* [https://www.youtube.com/watch?v=WF9O7JaIlCs| Quick video demonstration of how info_zombie_border works]
* {{ent|func_nav_attribute_region}}
* {{ent|func_nav_blocker}}

Latest revision as of 11:01, 21 April 2025

C++ Class hierarchy
CZombieBorder
CServerOnlyPointEntity
CServerOnlyEntity
CBaseEntity

info_zombie_border is a point entity available in Left 4 Dead 2 Left 4 Dead 2. It prevents any A.I. controlled infected to spawn behind it. If infected already exists before its spawned or re-enabled, the infected will discard themselves through deletion or suicide. The criteria to be behind this entity is only by position, so Line of Sight is not required.

This is an aggressive way to prevent infected spawning, use with caution.

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

Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

Inputs

Enable
Disable
Enable/Disable this entity from blocking spawns

Uses in official maps

The following maps use info_zombie_border.

c3m1_plankcountry
  • Named asno_zombies_east_river. Placed at where the ferry stops at after when the survivors start it, with its back facing the other side of the river.
    • Receives aDisableinput when the ferry is started, allowing infected to spawn at the other side again.

See also