Info ambient mob start: Difference between revisions
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; c1m3_mall | ; c1m3_mall | ||
: 1. A floor above Kappels near the beginning of the map. ''ambient_mob_01'' | : 1. A floor above Kappels near the beginning of the map. ''ambient_mob_01'' | ||
: 2. A floor above in the area before entering the maintenance corridors (this eventually leads to the alarm-mall-onslaught) ''ambient_mob_02'' | : 2. A floor above in the area before entering the maintenance corridors (this eventually leads to the alarm-mall-onslaught). ''ambient_mob_02'' | ||
; c3m1_plankcountry | |||
: 1. An unreachable pit way behind the shack, right after the ferry and before entering the multi-pathway high walkways with a gator sign entrance. ''swamp1_mob'' | |||
: 2. Facing towards the gator entrance, the pits are located way in the back, completely unreachable. ''swamp2_mob'' | |||
: 3. Facing towards the saferoom, the set is located again in a hidden, unreachable pit to the right. ''swamp3_mob'' | |||
==See also== | ==See also== | ||
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==External links== | ==External links== | ||
[[category:Left 4 Dead 2 Entities]] | |||
[[category:Left 4 Dead 2]] | [[category:Left 4 Dead 2]] |
Revision as of 10:37, 16 July 2010
Template:L4d2 point It is the potential starting location for an ambient mob.
Todo: Figure out how the entity works in-game.
Entity description
In official maps, info_ambient_mob_start appears with info_ambient_mob_end. The entity sets have the same targetname. The sets appear to not be sensitive to the direction of flow and whether it is touching the ground or not.
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
Inputs
Outputs
Uses in official maps
The following maps have sets of info_ambient_mob_start and info_ambient_mob_end.
- c1m3_mall
- 1. A floor above Kappels near the beginning of the map. ambient_mob_01
- 2. A floor above in the area before entering the maintenance corridors (this eventually leads to the alarm-mall-onslaught). ambient_mob_02
- c3m1_plankcountry
- 1. An unreachable pit way behind the shack, right after the ferry and before entering the multi-pathway high walkways with a gator sign entrance. swamp1_mob
- 2. Facing towards the gator entrance, the pits are located way in the back, completely unreachable. swamp2_mob
- 3. Facing towards the saferoom, the set is located again in a hidden, unreachable pit to the right. swamp3_mob