Info survivor position: Difference between revisions
		
		
		
		
		
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 Warning:This is not a spawnpoint for survivors. It can be used as such if the locations are forced via
Warning:This is not a spawnpoint for survivors. It can be used as such if the locations are forced via 
 Important:For
Important:For 
		
	
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| {{CD|CSurvivorPosition}} | {{CD|CSurvivorPosition}} | ||
| {{ | {{this is a|point entity|name=info_survivor_position|series=Left 4 Dead}} It defines a point where specific survivors can be moved to and locked/unlocked in place by the {{ent|info_director}} through the info_directors input/outputs.<br> | ||
| It is useful for creating introduction sequences that make use of cameras, as it allows you to guarantee where a survivor will not only be standing, but also allows you pick any animation to play, and to use {{ent|point_viewcontrol_survivor}} so that it can zoom in on a particular suvivors head, regardless of the difference in height for each survivor. This is important for creating professional looking cutscenes. Such as map intro and outro sequences. | It is useful for creating introduction sequences that make use of cameras, as it allows you to guarantee where a survivor will not only be standing, but also allows you pick any animation to play, and to use {{ent|point_viewcontrol_survivor}} so that it can zoom in on a particular suvivors head, regardless of the difference in height for each survivor. This is important for creating professional looking cutscenes. Such as map intro and outro sequences. | ||
| {{ | {{warning|This is not a spawnpoint for survivors. It can be used as such if the locations are forced via <code>ForceSurvivorPosition</code>, but if that has not been set up, all players will spawn around {{ent|info_player_start}}!}} | ||
| {{ | {{Important|For <code>ForceSurvivorPosition</code> input to have an effect {{ent|player|game=Left_4_Dead_series}} entities must exist which might not be the case when outputs like OnMapSpawn, OnCoop etc. are fired. Using OnGameplayStart output of [[info_director]] is reliable for this in the first loaded map in the given session, but on level transition or when using changelevel command OnGameplayStart fires before player entities exist. }} | ||
| == Keyvalues == | == Keyvalues == | ||
| {{KV Targetname}} | |||
| {{KV|Order|intn=Order|integer|Index of spot based on order people got on board. (1-4)}} | {{KV|Order|intn=Order|integer|Index of spot based on order people got on board. (1-4)}} | ||
| {{KV|Survivor Name|intn=SurvivorName|string|Force this survivor to use this position (Zoey, Louis, etc.)}} | {{KV|Survivor Name|intn=SurvivorName|string|Force this survivor to use this position (Zoey, Louis, etc.)}} | ||
| {{KV|Survivor Intro Sequence|intn=SurvivorIntroSequence|string|Sequence to play when the intro starts}} | {{KV|Survivor Intro Sequence|intn=SurvivorIntroSequence|string|Sequence to play when the intro starts}} | ||
| {{KV|Game Mode|intn=GameMode|string|Use this position for a particular game mode only (coop,versus,survival,scavenge)}} | {{KV|Game Mode|intn=GameMode|string|Use this position for a particular game mode only (coop,versus,survival,scavenge)}} | ||
| {{KV|Survivor Concept|intn=SurvivorConcept|string|Response rule concept to play when survivor is moved here}} | {{KV|Survivor Concept|intn=SurvivorConcept|string|Response rule concept to play when survivor is moved here{{bug|tested=l4d2|Doesn't seem to work{{confirm}}. Not even used in any official map. FireConceptToAny input of {{ent|info_director}} is used in official campaigns to start intro conversation.}}}} | ||
| {{KV|Hide Weapons|intn=HideWeapons|boolean|Hide Survivor's weapon while locked to this position.}} | {{KV|Hide Weapons|intn=HideWeapons|boolean|Hide Survivor's weapon while locked to this position.}} | ||
| {{KV  | {{KV|Pitch Yaw Roll (Y Z X)|intn=angles|angles|Eye angles that will be set for survivor teleported on this survivor position}} | ||
| == Inputs == | == Inputs == | ||
| {{ | {{I|SetViewControl|If a survivor is assigned to this position, set his view to a point_viewcontrol|param=target}} | ||
| === Related inputs of {{ent|info_director}} === | |||
| {{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.}} | |||
| === Related inputs of {{ent|player|game=Left_4_Dead_series}} === | |||
| {{I|TeleportToSurvivorPosition|param=target|Teleport a player to an {{ent|info_survivor_position}} entity, then freezes them. To unfreeze them, use the <code>ReleaseSurvivorPositions</code> input from {{ent|info_director}} or the player's <code>ReleaseFromSurvivorPosition</code> input.}} | |||
| {{I|ReleaseFromSurvivorPosition|Unfreezes and releases the player from an {{ent|info_survivor_position}} entity if they are at one.}} | |||
| === Related inputs of [[trigger_finale]] === | |||
| {{I|FinaleEscapeForceSurvivorPositions|Teleports the survivors to a set of {{ent|info_survivor_position}} entities. Used to make the survivors stand still on the escape vehicle or hide them. Required for the credits/stats to correctly count who escaped and who died in the finale.}} | |||
| == See also == | == See also == | ||
| *  | * {{ent|info_director}} | ||
| *  | * {{ent|info_survivor_rescue}} | ||
| *  | * {{ent|trigger_finale}} | ||
Latest revision as of 05:41, 16 March 2025
|  Class hierarchy | 
|---|
| CSurvivorPosition | 
info_survivor_position  is a   point entity  available in 
 Left 4 Dead series. It defines a point where specific survivors can be moved to and locked/unlocked in place by the info_director through the info_directors input/outputs.
 Left 4 Dead series. It defines a point where specific survivors can be moved to and locked/unlocked in place by the info_director through the info_directors input/outputs.
It is useful for creating introduction sequences that make use of cameras, as it allows you to guarantee where a survivor will not only be standing, but also allows you pick any animation to play, and to use point_viewcontrol_survivor so that it can zoom in on a particular suvivors head, regardless of the difference in height for each survivor. This is important for creating professional looking cutscenes. Such as map intro and outro sequences.
 Warning:This is not a spawnpoint for survivors. It can be used as such if the locations are forced via
Warning:This is not a spawnpoint for survivors. It can be used as such if the locations are forced via ForceSurvivorPosition, but if that has not been set up, all players will spawn around info_player_start! Important:For
Important:For ForceSurvivorPosition input to have an effect player entities must exist which might not be the case when outputs like OnMapSpawn, OnCoop etc. are fired. Using OnGameplayStart output of info_director is reliable for this in the first loaded map in the given session, but on level transition or when using changelevel command OnGameplayStart fires before player entities exist. Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Order (Order) <integer>
- Index of spot based on order people got on board. (1-4)
- Survivor Name (SurvivorName) <string>
- Force this survivor to use this position (Zoey, Louis, etc.)
- Survivor Intro Sequence (SurvivorIntroSequence) <string>
- Sequence to play when the intro starts
- Game Mode (GameMode) <string>
- Use this position for a particular game mode only (coop,versus,survival,scavenge)
- Survivor Concept (SurvivorConcept) <string>
- Response rule concept to play when survivor is moved here Bug:Doesn't seem to work[confirm]. Not even used in any official map. FireConceptToAny input of info_director is used in official campaigns to start intro conversation.  (tested in: l4d2) Bug:Doesn't seem to work[confirm]. Not even used in any official map. FireConceptToAny input of info_director is used in official campaigns to start intro conversation.  (tested in: l4d2)
- Hide Weapons (HideWeapons) <boolean>
- Hide Survivor's weapon while locked to this position.
- Pitch Yaw Roll (Y Z X) (angles) <angles>
- Eye angles that will be set for survivor teleported on this survivor position
Inputs
- SetViewControl <targetname>
- If a survivor is assigned to this position, set his view to a point_viewcontrol
Related inputs of info_director
- ForceSurvivorPositions
- Make each survivor stand at an info_survivor_position.
 Note:Also hides HUD, except Survival and Scavenge specific HUD overlays. Note:Also hides HUD, except Survival and Scavenge specific HUD overlays.
- ReleaseSurvivorPositions
- Allow survivors to move freely again.
 Note:Also enables HUD again. Note:Also enables HUD again.
Related inputs of player
- TeleportToSurvivorPosition <targetname>
- Teleport a player to an info_survivor_position entity, then freezes them. To unfreeze them, use the ReleaseSurvivorPositionsinput from info_director or the player'sReleaseFromSurvivorPositioninput.
- ReleaseFromSurvivorPosition
- Unfreezes and releases the player from an info_survivor_position entity if they are at one.
Related inputs of trigger_finale
- FinaleEscapeForceSurvivorPositions
- Teleports the survivors to a set of info_survivor_position entities. Used to make the survivors stand still on the escape vehicle or hide them. Required for the credits/stats to correctly count who escaped and who died in the finale.

























