Info director: Difference between revisions
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{{ | {{l4d point|info_director}} It is the notorious AI Director, and must exist in every L4D and [[Left 4 Dead 2|L4D2]] map. | ||
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. | |||
== Caveats == | |||
; Using the [[changelevel]] console command to restart the map will cause the director to ignore the <code>forcesurvivorpositions</code> 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 forcesurvivorpositions input, which will also allow your cameras to function. | |||
; [[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 Origin}} | |||
== Inputs == | == Inputs == | ||
:Players are immune to damage while this is active. No mobs or SI will spawn | ; <code>StartIntro</code> | ||
: Players are immune to damage while this is active. No mobs or SI will spawn. | |||
: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 | ; <code>FinishIntro</code> | ||
: 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. | |||
; <code>ForceSurvivorPositions</code> | |||
; <code>ReleaseSurvivorPositions</code> | |||
: | : Teleport / release the survivors from their starting positions and enable / disable movement. | ||
; <code>PanicEvent</code> | |||
:Force a panic event. | :Force a panic event. | ||
; <code>PanicEventControlled</code> | |||
: {{todo}} | |||
:Allows survivor dialogue to be | ; <code>FireConceptToAny</code> | ||
:Allows survivor dialogue to be triggered by map entities (e.g. No Mercy's elevator with parameter hospital04_path4) | |||
{{I Targetname}} | |||
== Outputs == | == Outputs == | ||
; <code>OnGameplayStart</code> | |||
: Fired when a map loads, all players join and gameplay begins. | : Fired when a map loads, all players join and gameplay begins. | ||
; <code>OnPanicEventFinished</code> | |||
: Fired when a panic event is finished. | : Fired when a panic event is finished. | ||
{{O Targetname}} | |||
Revision as of 09:18, 3 January 2010
Template:L4d point It is the notorious AI Director, and must exist in every L4D and L4D2 map.
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.
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 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
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Origin:
- Origin (X Y Z) (origin) <origin>
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Inputs
StartIntro
- Players are immune to damage while this is active. No mobs or SI will spawn.
FinishIntro
- 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.
ForceSurvivorPositions
ReleaseSurvivorPositions
- Teleport / release the survivors from their starting positions and enable / disable movement.
PanicEvent
- Force a panic event.
PanicEventControlled
- [Todo]
FireConceptToAny
- Allows survivor dialogue to be triggered by map entities (e.g. No Mercy's elevator with parameter hospital04_path4)
Outputs
OnGameplayStart
- Fired when a map loads, all players join and gameplay begins.
OnPanicEventFinished
- Fired when a panic event is finished.