Info map parameters (Left 4 Dead series): Difference between revisions
		
		
		
		
		
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Tip:For versus use info_map_parameters_versus
Important:Use this input only for tweaking and not while running the map. It sets the director_scavenge_item_override cvar to 1 and it's not reset to default value in next map. Which means map that uses this may break item spawning in next chapter or even in different campaigns. 
	
	
		
	
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{{LanguageBar}}  | {{LanguageBar}}  | ||
{{TabsBar|main=Info map parameters}}  | {{TabsBar|main=Info map parameters}}  | ||
{{Preserved entity|all}}  | |||
{{CD|CMapInfo}}  | {{CD|CMapInfo}}  | ||
{{this is a|  | {{this is a|logical entity|name=info_map_parameters|game=Left 4 Dead series}}  | ||
{{toc-right}}  | {{toc-right}}  | ||
This entity determines the density of all item spawns and weapons spawned with [[weapon_spawn]]. It does '''not''' work on specific weapon spawnpoints such as [[weapon_rifle_spawn]]. If you want to control spawnpoints for specific guns, use [[weapon_spawn]] and force it to only spawn a specific gun.  | This entity determines the density of all item spawns and weapons spawned with [[weapon_spawn]]. It does '''not''' work on specific weapon spawnpoints such as [[weapon_rifle_spawn]]. If you want to control spawnpoints for specific guns, use [[weapon_spawn]] and force it to only spawn a specific gun.  | ||
{{Todo|  | |||
The item density is calculated per 100 square yards. Which is the eqivalent of a hammer cube with each side being 360 units long.<br>  | |||
1 inch = 1 unit. 1 yard = 36 inches/units. 100 square yards = 10x10 yards (360x360 inches/units).  | |||
{{Todo|This need to be validated. The numbers were taken from different cases where hammer units were equated to real life measurements.}}  | |||
{{Tip|For versus use {{ent|info_map_parameters_versus}}}}  | |||
== Keyvalues ==  | == Keyvalues ==  | ||
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==Inputs==  | ==Inputs==  | ||
{{  | {{I|UpdateCvars|Stuff values from this entity into cvars for tweaking}}  | ||
{{important|Use this input only for tweaking and not while running the map. It sets the director_scavenge_item_override cvar to 1 and it's not reset to default value in next map. Which means map that uses this may break item spawning in next chapter or even in different campaigns. }}  | {{important|Use this input only for tweaking and not while running the map. It sets the director_scavenge_item_override cvar to 1 and it's not reset to default value in next map. Which means map that uses this may break item spawning in next chapter or even in different campaigns. }}  | ||
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{{varcom|end}}  | {{varcom|end}}  | ||
== See also ==  | |||
==See also==  | * {{ent|info_map_parameters_versus}}  | ||
*   | |||
Latest revision as of 17:19, 1 June 2025
This is a preserved entity.
If the game has round restart mechanics this entity may not behave as expected.
If the game has round restart mechanics this entity may not behave as expected.
| CMapInfo | 
info_map_parameters  is a   logical entity  available in ![]()
 Left 4 Dead series.
This entity determines the density of all item spawns and weapons spawned with weapon_spawn. It does not work on specific weapon spawnpoints such as weapon_rifle_spawn. If you want to control spawnpoints for specific guns, use weapon_spawn and force it to only spawn a specific gun.
The item density is calculated per 100 square yards. Which is the eqivalent of a hammer cube with each side being 360 units long.
1 inch = 1 unit. 1 yard = 36 inches/units. 100 square yards = 10x10 yards (360x360 inches/units).
Todo: This need to be validated. The numbers were taken from different cases where hammer units were equated to real life measurements.
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 
- Pain Pill density (PainPillDensity) <float>
 - Pain Pill density per sq 100 yards
 
- Molotov density (MolotovDensity) <float>
 - Molotov density per sq 100 yards
 
- Pipe Bomb density (PipeBombDensity) <float>
 - Pipe Bomb density per sq 100 yards
 
- Pistol density (PistolDensity) <float>
 - Pistol density per sq 100 yards
 
- Weapon density (WeaponDensity)  <float> (only in 
) - Weapon (non-pistol) density per sq 100 yards
 
- Gas Can density (GasCanDensity) <float>
 - Gas Can density per sq 100 yards
 
- Oxygen Tank density (OxygenTankDensity) <float>
 - Oxygen Tank density per sq 100 yards
 
- Propane Tank density (PropaneTankDensity) <float>
 - Propane Tank density per sq 100 yards
 
- Item Cluster Range (ItemClusterRange) <float>
 - Scavenge items of the same kind that are this close to each other are considered a single 'cluster' for population purposes
Bug:Doesn't work in neither game. Value of cvar director_item_cluster_range is used instead which is by default 50.  [todo tested in ?] 
- Finale Item Cluster Count (FinaleItemClusterCount) <integer>
 - How many clusters of items will be populated in the finale
 
- Ammo pile density (AmmoDensity)  <float> (only in 
) - Ammo pile density per sq 100 yards
 
- Melee Weapon density (MeleeWeaponDensity)  <float> (only in 
) - Melee Weapon density per sq 100 yards
 
- Adrenaline density (AdrenalineDensity)  <float> (only in 
) - Adrenaline density per sq 100 yards
 
- Defibrillator density (DefibrillatorDensity)  <float> (only in 
) - Defibrillator density per sq 100 yards
 
- Boomer Bile density (VomitJarDensity)  <float> (only in 
) - Boomer Bile density per sq 100 yards
 
- Ammo upgrade density (UpgradepackDensity)  <float> (only in 
) - Ammo upgrade pack density per sq 100 yards
 
- Super Weapon density (ChainsawDensity)  <float> (only in 
) - Chainsaw, Grenade Launcher and M60 density per sq 100 yards
 
- Configurable Weapon Spawn density (ConfigurableWeaponDensity)  <float> (only in 
) - Density for weapon_spawn entities, -1 to spawn all
 
- Configurable Weapon Cluster Range (ConfigurableWeaponClusterRange)  <float> (only in 
) - weapon_spawn entities that are this close to each other are considered a single 'cluster' for population purposes
 
- Magnum Pistol Spawn density (MagnumDensity)  <float> (only in 
) - Density for weapon_magnum_spawn entities, -1 to spawn all
 
Inputs
- UpdateCvars
 - Stuff values from this entity into cvars for tweaking
 
ConCommands
| Cvar/Command | Parameters or default value | Descriptor | Effect | 
|---|---|---|---|
| director_solve_item_density | <int> | Pass the number of items you'd want in this map and this spits out the map density value. | 
ConVars
| Cvar/Command | Parameters or default value | Descriptor | Effect | 
|---|---|---|---|
| director_scavenge_item_override | 0 | Override map-specified item densities with cvar values for tuning | |
| director_adrenaline_density | 6.48 | Items per 100 yards square | |
| director_ammo_density | 6.48 | Items per 100 yards square | |
| director_configurable_weapon_spawn_density | -1.0 | Items per 100 yards square (-1 to spawn all) | |
| director_defibrillator_density | 6.48 | Items per 100 yards square | |
| director_gas_can_density | 6.48 | Items per 100 yards square | |
| director_magnum_spawn_density | -1.0 | Items per 100 yards square (-1 to spawn all) | |
| director_melee_weapon_density | 6.48 | Items per 100 yards square | |
| director_molotov_density | 6.48 | Items per 100 yards square | |
| director_oxygen_tank_density | 6.48 | Items per 100 yards square | |
| director_pain_pill_density | 6.48 | Items per 100 yards square | |
| director_pipe_bomb_density | 6.48 | Items per 100 yards square | |
| director_pistol_density | 4 | Items per 100 yards square | |
| director_propane_tank_density | 6.48 | Items per 100 yards square | |
| director_super_weapon_density | 6.48 | Items per 100 yards square | |
| director_upgradepack_density | 6.48 | Items per 100 yards square | |
| director_vomitjar_density | 6.48 | Items per 100 yards square | |
| director_finale_item_cluster_count | 3 | How many clusters of items will be populated in the finale | |
| director_item_cluster_range | 50 | Scavenge items of the same kind that are this close to each other are considered a single 'cluster' for population purposes | |
| director_weapon_cluster_range | 100 | Scavenge weapons within this range are selected to be of the same tier, and not contain duplicate types |