Info director: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(cleanup)
Line 1: Line 1:
== Entity Description ==
{{toc-right}}
The ''notorious'' Director.
Required entity in every Left 4 Dead map. Also used to force survivors to their respective info_suvivor_position at the start of a campaign for camera intro sequences.


{{Note|Using the changelevel console command to restart the map will always cause the info_director to ignore 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. }}
{{l4d point|info_director}} It is the notorious AI Director, and must exist in every L4D and [[Left 4 Dead 2|L4D2]] map.


{{Bug|When called by a logic_auto's onmapspawn input, the info_director will ignore forcesurvivorpositions input unless the map was freshly loaded from the game menu as a campaign, or the map has restarted after mission failure. To get around this, it is much more reliable to have the info_director call forcesurvivorpositions and releasesurvivorpositions on itself using its ''ongamestart'' input. This will allow the forcesurvivorpositions to function properly even when the map is automatically loaded after a compile, or by using the map "yourmapname" console command. 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.}}
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}}
{{KV Targetname}}
{{KV Origin}}
 
== Inputs ==
== Inputs ==
* '''StartIntro'''
 
:Players are immune to damage while this is active. No mobs or SI will spawn. Use when starting an intro.
; <code>StartIntro</code>
* '''FinishIntro'''
: 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. Use when an intro is finished.
; <code>FinishIntro</code>
* '''ForceSurvivorPositions'''
: 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.
:Force the survivors to their starting positions and disable movement.
; <code>ForceSurvivorPositions</code>
* '''ReleaseSurvivorPositions'''
; <code>ReleaseSurvivorPositions</code>
:Release the survivors from their starting positions and enable movement.
: Teleport / release the survivors from their starting positions and enable / disable movement.
* '''PanicEvent'''
; <code>PanicEvent</code>
:Force a panic event.
:Force a panic event.
* '''PanicEventControlled'''
; <code>PanicEventControlled</code>
* '''FireConceptToAny'''
: {{todo}}
:Allows survivor dialogue to be fired from entities such as trigger_once (For example, in No Mercy's elevator with parameter hospital04_path4)
; <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 ==
* '''OnGameplayStart'''
 
; <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.
* '''OnPanicEventFinished'''
; <code>OnPanicEventFinished</code>
: Fired when a panic event is finished.
: Fired when a panic event is finished.
* '''OnKilled'''
{{O Targetname}}
 
[[Category:Left 4 Dead Entities]]

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 or target).
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.