List of L4D2 Entities: Difference between revisions

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m (→‎Information: Added info map parameters (versus) and command note)
(Added full FGD entity list)
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This page lists all entities which are new or updated in [[Left 4 Dead 2]], either from initial release or DLC.
{{l4d2}} This page lists all entities in [[Left 4 Dead 2]], either from initial release or DLC. __NOTOC__
__TOC__


= New =
== left4dead2.fgd ==
{{ColumnBox|count=4|
==== beam====
* [[beam_spotlight]]
==== commentary====
* [[commentary_dummy]]
* [[commentary_zombie_spawner]]
==== env====
* [[env_airstrike_indoors]]
* [[env_airstrike_outdoors]]
* [[env_detail_controller]]
* [[env_outtro_stats]]
* [[env_physics_blocker]]
* [[env_player_blocker]]
* [[env_rock_launcher]]
* [[env_weaponfire]]
==== filter====
* [[filter_activator_infected_class]]
* [[filter_activator_team]]
* [[filter_health]]
* [[filter_melee_damage]]
==== fog====
* [[fog_volume]]
==== func====
* [[func_block_charge]]
* [[func_button_timed]]
* [[func_elevator]]
* [[func_extinguisher]]
* [[func_ladder]]
* [[func_nav_attribute_region]]
* [[func_nav_avoidance_obstacle]]
* [[func_nav_blocker]]
* [[func_nav_connection_blocker]]
* [[func_playerghostinfected_clip]]
* [[func_playerinfected_clip]]
* [[func_ragdoll_fader]]
==== game====
* [[game_scavenge_progress_display]]
==== generic====
* [[generic_actor]]
==== info====
* [[info_ambient_mob]]
* [[info_ambient_mob_end]]
* [[info_ambient_mob_start]]
* [[info_changelevel]]
* [[info_director]]
* [[info_elevator_floor]]
* [[info_game_event_proxy]]
* [[info_gamemode]]
* [[info_goal_infected_chase]]
* [[info_l4d1_survivor_spawn]]
* [[info_map_parameters]]
* [[info_map_parameters_versus]]
* [[info_remarkable]]
* [[info_survivor_position]]
* [[info_survivor_rescue]]
* [[info_zombie_border]]
* [[info_zombie_spawn]]
==== logic====
* [[logic_choreographed_scene]]
* [[logic_director_query]]
* [[logic_game_event]]
* [[logic_scene_list_manager]]
* [[logic_versus_random]]
==== player====
* [[player_weaponstrip]]
==== point====
* [[point_deathfall_camera]]
* [[point_nav_attribute_region]]
* [[point_prop_use_target]]
* [[point_viewcontrol_multiplayer]]
* [[point_viewcontrol_survivor]]
==== prop====
* [[prop_car_alarm]]
* [[prop_car_glass]]
* [[prop_door_rotating_checkpoint]]
* [[prop_fuel_barrel]]
* [[prop_health_cabinet]]
* [[prop_minigun]]
* [[prop_minigun_l4d1]]
* [[prop_mounted_machine_gun]]
==== trigger====
* [[trigger_active_weapon_detect]]
* [[trigger_auto_crouch]]
* [[trigger_escape]]
* [[trigger_finale]]
* [[trigger_hurt_ghost]]
* [[trigger_standoff]]
* [[trigger_upgrade_laser_sight]]
==== upgrade====
* [[upgrade_spawn]]
==== weapon====
* [[weapon_adrenaline_spawn]]
* [[weapon_ammo_spawn]]
* [[weapon_autoshotgun_spawn]]
* [[weapon_chainsaw_spawn]]
* [[weapon_defibrillator_spawn]]
* [[weapon_first_aid_kit_spawn]]
* [[weapon_gascan_spawn]]
* [[weapon_grenade_launcher_spawn]]
* [[weapon_hunting_rifle_spawn]]
* [[weapon_item_spawn]]
* [[weapon_melee_spawn]]
* [[weapon_molotov_spawn]]
* [[weapon_pain_pills_spawn]]
* [[weapon_pipe_bomb_spawn]]
* [[weapon_pistol_magnum_spawn]]
* [[weapon_pistol_spawn]]
* [[weapon_pumpshotgun_spawn]]
* [[weapon_rifle_ak47_spawn]]
* [[weapon_rifle_desert_spawn]]
* [[weapon_rifle_m60_spawn]]
* [[weapon_rifle_spawn]]
* [[weapon_scavenge_item_spawn]]
* [[weapon_shotgun_chrome_spawn]]
* [[weapon_shotgun_spas_spawn]]
* [[weapon_smg_silenced_spawn]]
* [[weapon_smg_spawn]]
* [[weapon_sniper_military_spawn]]
* [[weapon_spawn]]
* [[weapon_upgradepack_explosive_spawn]]
* [[weapon_upgradepack_incendiary_spawn]]
* [[weapon_vomitjar_spawn]]
}}


== Environment ==
== base.fgd ==
{{ColumnBox|count=4|
==== ai====
* [[ai_speechfilter]]
==== ambient====
* [[ambient_generic]]
* [[ambient_music]]
==== color====
* [[color_correction]]
* [[color_correction_volume]]
==== cycler====
* [[cycler]]
==== env====
* [[env_beam]]
* [[env_beverage]]
* [[env_blood]]
* [[env_bubbles]]
* [[env_credits]]
* [[env_cubemap]]
* [[env_dof_controller]]
* [[env_dustpuff]]
* [[env_effectscript]]
* [[env_embers]]
* [[env_entity_igniter]]
* [[env_entity_maker]]
* [[env_explosion]]
* [[env_fade]]
* [[env_fire]]
* [[env_firesensor]]
* [[env_firesource]]
* [[env_fog_controller]]
* [[env_funnel]]
* [[env_hudhint]]
* [[env_instructor_hint]]
* [[env_laser]]
* [[env_lightglow]]
* [[env_message]]
* [[env_microphone]]
* [[env_particle_performance_monitor]]
* [[env_particlelight]]
* [[env_particlescript]]
* [[env_physexplosion]]
* [[env_physimpact]]
* [[env_player_surface_trigger]]
* [[env_projectedtexture]]
* [[env_rotorshooter]]
* [[env_rotorwash_emitter]]
* [[env_screeneffect]]
* [[env_screenoverlay]]
* [[env_shake]]
* [[env_shooter]]
* [[env_smokestack]]
* [[env_smoketrail]]
* [[env_soundscape]]
* [[env_soundscape_proxy]]
* [[env_soundscape_triggerable]]
* [[env_spark]]
* [[env_splash]]
* [[env_sprite]]
* [[env_sprite_oriented]]
* [[env_spritetrail]]
* [[env_steam]]
* [[env_sun]]
* [[env_texturetoggle]]
* [[env_tonemap_controller]]
* [[env_tonemap_controller_ghost]]
* [[env_tonemap_controller_infected]]
* [[env_viewpunch]]
* [[env_wind]]
* [[env_zoom]]
==== filter====
* [[filter_activator_class]]
* [[filter_activator_context]]
* [[filter_activator_mass_greater]]
* [[filter_activator_model]]
* [[filter_activator_name]]
* [[filter_damage_type]]
* [[filter_enemy]]
* [[filter_multi]]
==== func====
* [[func_areaportal]]
* [[func_areaportalwindow]]
* [[func_breakable]]
* [[func_breakable_surf]]
* [[func_brush]]
* [[func_button]]
* [[func_clip_vphysics]]
* [[func_conveyor]]
* [[func_detail]]
* [[func_detail_blocker]]
* [[func_door]]
* [[func_door_rotating]]
* [[func_dustcloud]]
* [[func_dustmotes]]
* [[func_fish_pool]]
* [[func_guntarget]]
* [[func_illusionary]]
* [[func_instance]]
* [[func_instance_parms]]
* [[func_ladderendpoint]]
* [[func_lod]]
* [[func_movelinear]]
* [[func_occluder]]
* [[func_orator]]
* [[func_physbox]]
* [[func_platrot]]
* [[func_precipitation]]
* [[func_precipitation_blocker]]
* [[func_reflective_glass]]
* [[func_rot_button]]
* [[func_rotating]]
* [[func_smokevolume]]
* [[func_tanktrain]]
* [[func_timescale]]
* [[func_trackautochange]]
* [[func_trackchange]]
* [[func_tracktrain]]
* [[func_traincontrols]]
* [[func_useableladder]]
* [[func_viscluster]]
* [[func_wall]]
* [[func_wall_toggle]]
* [[func_water_analog]]
==== game====
* [[game_end]]
* [[game_gib_manager]]
* [[game_player_equip]]
* [[game_player_team]]
* [[game_ragdoll_manager]]
* [[game_score]]
* [[game_text]]
* [[game_ui]]
* [[game_weapon_manager]]
* [[game_zone_player]]
==== gibshooter====
* [[gibshooter]]
==== hammer====
* [[hammer_updateignorelist]]
==== info====
* [[info_camera_link]]
* [[info_constraint_anchor]]
* [[info_hint]]
* [[info_intermission]]
* [[info_ladder_dismount]]
* [[info_landmark]]
* [[info_lighting]]
* [[info_mass_center]]
* [[info_no_dynamic_shadow]]
* [[info_node]]
* [[info_node_air]]
* [[info_node_air_hint]]
* [[info_node_climb]]
* [[info_node_hint]]
* [[info_node_link]]
* [[info_node_link_controller]]
* [[info_npc_spawn_destination]]
* [[info_null]]
* [[info_overlay]]
* [[info_overlay_transition]]
* [[info_particle_system]]
* [[info_particle_target]]
* [[info_player_start]]
* [[info_projecteddecal]]
* [[info_radial_link_controller]]
* [[info_target]]
* [[info_teleport_destination]]
==== infodecal====
* [[infodecal]]
==== keyframe====
* [[keyframe_rope]]
* [[keyframe_track]]
==== light====
* [[light]]
* [[light_directional]]
* [[light_dynamic]]
* [[light_environment]]
* [[light_spot]]
==== logic====
* [[logic_active_autosave]]
* [[logic_auto]]
* [[logic_autosave]]
* [[logic_branch]]
* [[logic_branch_listener]]
* [[logic_case]]
* [[logic_collision_pair]]
* [[logic_compare]]
* [[logic_lineto]]
* [[logic_measure_movement]]
* [[logic_multicompare]]
* [[logic_navigation]]
* [[logic_playerproxy]]
* [[logic_relay]]
* [[logic_script]]
* [[logic_timer]]
==== material====
* [[material_modify_control]]
==== math====
* [[math_colorblend]]
* [[math_counter]]
* [[math_remap]]
==== momentary====
* [[momentary_rot_button]]
==== move====
* [[move_keyframed]]
* [[move_rope]]
* [[move_track]]
==== npc====
* [[npc_furniture]]
* [[npc_puppet]]
* [[npc_template_maker]]
==== path====
* [[path_track]]
==== phys====
* [[phys_ballsocket]]
* [[phys_constraint]]
* [[phys_constraintsystem]]
* [[phys_convert]]
* [[phys_hinge]]
* [[phys_keepupright]]
* [[phys_lengthconstraint]]
* [[phys_magnet]]
* [[phys_motor]]
* [[phys_pulleyconstraint]]
* [[phys_ragdollconstraint]]
* [[phys_ragdollmagnet]]
* [[phys_slideconstraint]]
* [[phys_spring]]
* [[phys_thruster]]
* [[phys_torque]]
==== physics====
* [[physics_cannister]]
==== point====
* [[point_anglesensor]]
* [[point_angularvelocitysensor]]
* [[point_bonusmaps_accessor]]
* [[point_broadcastclientcommand]]
* [[point_clientcommand]]
* [[point_devshot_camera]]
* [[point_enable_motion_fixup]]
* [[point_entity_finder]]
* [[point_gamestats_counter]]
* [[point_hurt]]
* [[point_message]]
* [[point_playermoveconstraint]]
* [[point_posecontroller]]
* [[point_proximity_sensor]]
* [[point_servercommand]]
* [[point_spotlight]]
* [[point_teleport]]
* [[point_template]]
* [[point_tesla]]
* [[point_velocitysensor]]
* [[point_viewcontrol]]
==== postprocess====
* [[postprocess_controller]]
==== prop====
* [[prop_detail]]
* [[prop_door_rotating]]
* [[prop_dynamic]]
* [[prop_dynamic_ornament]]
* [[prop_dynamic_override]]
* [[prop_physics]]
* [[prop_physics_multiplayer]]
* [[prop_physics_override]]
* [[prop_ragdoll]]
* [[prop_static]]
* [[prop_wall_breakable]]
==== shadow====
* [[shadow_control]]
==== sky====
* [[sky_camera]]
==== sound====
* [[sound_mix_layer]]
==== tanktrain====
* [[tanktrain_ai]]
* [[tanktrain_aitarget]]
==== test====
* [[test_traceline]]
==== trigger====
* [[trigger_autosave]]
* [[trigger_changelevel]]
* [[trigger_gravity]]
* [[trigger_hurt]]
* [[trigger_impact]]
* [[trigger_look]]
* [[trigger_multiple]]
* [[trigger_once]]
* [[trigger_playermovement]]
* [[trigger_proximity]]
* [[trigger_push]]
* [[trigger_remove]]
* [[trigger_serverragdoll]]
* [[trigger_soundscape]]
* [[trigger_teleport]]
* [[trigger_tonemap]]
* [[trigger_transition]]
* [[trigger_wind]]
==== vgui====
* [[vgui_screen]]
* [[vgui_slideshow_display]]
==== water====
* [[water_lod_control]]
==== worldspawn====
* [[worldspawn]]
}}
 
 
== New ==
 
=== Environment ===
* [[env_airstrike_indoors]] - Adds an airstrike effect for indoors (crumbling ceiling)
* [[env_airstrike_indoors]] - Adds an airstrike effect for indoors (crumbling ceiling)
* [[env_airstrike_outdoors]] - Adds an airstrike effect for outdoors
* [[env_airstrike_outdoors]] - Adds an airstrike effect for outdoors
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* [[env_weaponfire]] - This entity is used to mimic weapon fire from the guns in L4D. Added from The Sacrifice DLC.
* [[env_weaponfire]] - This entity is used to mimic weapon fire from the guns in L4D. Added from The Sacrifice DLC.


== Filter ==  
=== Filter ===  
* [[filter_health]] - Can filter based on the health of the activator, and wheter they have adrenaline active or not
* [[filter_health]] - Can filter based on the health of the activator, and wheter they have adrenaline active or not
* [[filter_melee_damage]] - Can filter based on melee damage, and the type (all, slash or club)
* [[filter_melee_damage]] - Can filter based on melee damage, and the type (all, slash or club)


== Function ==
=== Function ===
* [[func_button_timed]] - Button that takes time to use. Added from The Sacrifice DLC.
* [[func_button_timed]] - Button that takes time to use. Added from The Sacrifice DLC.
* [[func_block_charge]] - The Charger will not charge through this brush.
* [[func_block_charge]] - The Charger will not charge through this brush.
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* [[func_timescale]] - Adjust the time scale of the server/client through map logic (slow-mo scene at end of Dead Center finale)
* [[func_timescale]] - Adjust the time scale of the server/client through map logic (slow-mo scene at end of Dead Center finale)


== Information ==
=== Information ===
* [[info_ambient_mob_start]] - Potential starting area for an ambient mob
* [[info_ambient_mob_start]] - Potential starting area for an ambient mob
* [[info_ambient_mob_end]] - Potential end area for an ambient mob
* [[info_ambient_mob_end]] - Potential end area for an ambient mob
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* [[info_zombie_border]] - Zombies will not spawn behind this entity.
* [[info_zombie_border]] - Zombies will not spawn behind this entity.


== Logic ==
=== Logic ===
* [[logic_director_query]] - Controls the anger level of the AI Director
* [[logic_director_query]] - Controls the anger level of the AI Director
* [[logic_game_event]] - allows firing of game events. Appears to part of an achievement system.
* [[logic_game_event]] - allows firing of game events. Appears to part of an achievement system.
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* [[logic_versus_random]] - fires random outputs in the first round of a versus map, and then repeats those outputs in the second round of a versus map. Added from The Sacrifice DLC.
* [[logic_versus_random]] - fires random outputs in the first round of a versus map, and then repeats those outputs in the second round of a versus map. Added from The Sacrifice DLC.


== Misc ==  
=== Misc ===  
* [[ambient_music]] - Can override the Music Director, forcing a custom wav file to play in the music mix layer.
* [[ambient_music]] - Can override the Music Director, forcing a custom wav file to play in the music mix layer.
* [[game_scavenge_progress_display]] - Allows turning the scavenge score display on/off as well as setting the total items required.
* [[game_scavenge_progress_display]] - Allows turning the scavenge score display on/off as well as setting the total items required.
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* [[trigger_active_weapon_detect]] - Fires output when touched by a player that has a specific weapon active
* [[trigger_active_weapon_detect]] - Fires output when touched by a player that has a specific weapon active


== Prop ==
=== Prop ===
* [[prop_fuel_barrel]] - special destructible physics prop that blows up in several stages when shot. Added from The Sacrifice DLC.
* [[prop_fuel_barrel]] - special destructible physics prop that blows up in several stages when shot. Added from The Sacrifice DLC.
* [[prop_wall_breakable]] - A section of wall that's breakable just like doors are.
* [[prop_wall_breakable]] - A section of wall that's breakable just like doors are.


== Trigger ==
=== Trigger ===
* [[trigger_escape]] - indicates if there are Survivors in the volume who can escape the finale. Added from The Sacrifice DLC.
* [[trigger_escape]] - indicates if there are Survivors in the volume who can escape the finale. Added from The Sacrifice DLC.
* [[trigger_hurt_ghost]] - damages entities (and ghosts) that touch it.
* [[trigger_hurt_ghost]] - damages entities (and ghosts) that touch it.
* [[trigger_upgrade_laser_sight]] - gives laser sight upgrade to players that touch
* [[trigger_upgrade_laser_sight]] - gives laser sight upgrade to players that touch


== Weapon/Upgrade spawn ==
=== Weapon/Upgrade spawn ===
* [[upgrade_spawn]] - Allows the director to place gun upgrades: laser sights, explosive ammo, and incendiary ammo.
* [[upgrade_spawn]] - Allows the director to place gun upgrades: laser sights, explosive ammo, and incendiary ammo.
* [[weapon_adrenaline_spawn]] - A possible spawnpoint for adrenaline
* [[weapon_adrenaline_spawn]] - A possible spawnpoint for adrenaline
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{{Note|Read [[L4D2 Level Design]]'s [[L4D2 Level Design/Weapon and Item Spawning|Weapon and Item Spawning]]}}
{{Note|Read [[L4D2 Level Design]]'s [[L4D2 Level Design/Weapon and Item Spawning|Weapon and Item Spawning]]}}


= Updated =
== Updated ==


== Environment ==
=== Environment ===
* [[env_fog_controller]] - Has new entrys/inputs for settings such as Set2DSkyboxFactorLerpTo (Amount of fog to blend into 2d Skybox to lerp to)
* [[env_fog_controller]] - Has new entrys/inputs for settings such as Set2DSkyboxFactorLerpTo (Amount of fog to blend into 2d Skybox to lerp to)
* [[env_tonemap_controller]] - Can now set TonemapPercentBrightPixels, and other settings.
* [[env_tonemap_controller]] - Can now set TonemapPercentBrightPixels, and other settings.


== Function ==
=== Function ===
* [[func_elevator]] - Added input to set max speed dynamically
* [[func_elevator]] - Added input to set max speed dynamically
* [[func_movelinear]] - Added ResetPosition/TeleportToTarget
* [[func_movelinear]] - Added ResetPosition/TeleportToTarget
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* [[func_rotating]] - Added SnapToStartPosition
* [[func_rotating]] - Added SnapToStartPosition


== Information ==
=== Information ===
* [[info_director]] - Added many outputs to fully customize scavenge games, also includes scripting and journal support. The Sacrifice DLC introduced user defined script event hooks that can be fired from squirrel.
* [[info_director]] - Added many outputs to fully customize scavenge games, also includes scripting and journal support. The Sacrifice DLC introduced user defined script event hooks that can be fired from squirrel.
* [[info_gamemode]] - Added additional game modes, added OnNavAnalyze output which is fired only when map is loaded with -navanalyse command line option set
* [[info_gamemode]] - Added additional game modes, added OnNavAnalyze output which is fired only when map is loaded with -navanalyse command line option set
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* [[info_survivor_position]] - Can now be tied to a specific gamemode, and given a specific intro to play
* [[info_survivor_position]] - Can now be tied to a specific gamemode, and given a specific intro to play


== Misc ==  
=== Misc ===  
* [[Worldspawn]] - Can now choose time of day (evening, midnight, etc..), music post-fix name (for Music soundscripts to reference), as well as starting music type (Mission Start, Check Point)
* [[Worldspawn]] - Can now choose time of day (evening, midnight, etc..), music post-fix name (for Music soundscripts to reference), as well as starting music type (Mission Start, Check Point)
* [[beam_spotlight]] - Added NoFog spawnflag.  
* [[beam_spotlight]] - Added NoFog spawnflag.  
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* [[postprocess_controller]] - Can now dynamically alter film grain and vignette strength
* [[postprocess_controller]] - Can now dynamically alter film grain and vignette strength


== Point ==
=== Point ===
* [[point_hurt]] - Added additional damage type: "FULLGIB"
* [[point_hurt]] - Added additional damage type: "FULLGIB"
* [[point_spotlight]] - Added option to set Halo size
* [[point_spotlight]] - Added option to set Halo size
* [[point_viewcontrol_multiplayer]] - Updated with additional inputs, toggles, and most importantly it now supports 'Target Entity' to easily create simple smooth gliding intro animations without relying on custom model animations.
* [[point_viewcontrol_multiplayer]] - Updated with additional inputs, toggles, and most importantly it now supports 'Target Entity' to easily create simple smooth gliding intro animations without relying on custom model animations.


== Prop ==
=== Prop ===
* All props now have a 'Lag Compensation' toggle. (Use sparingly!)
* All props now have a 'Lag Compensation' toggle. (Use sparingly!)
* [[prop_car_alarm]] - Added ability to enable/disable
* [[prop_car_alarm]] - Added ability to enable/disable
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* [[prop_physics]] - Added OnHitByTank output, for creating custom events when a prop is punched by the tank.
* [[prop_physics]] - Added OnHitByTank output, for creating custom events when a prop is punched by the tank.


== Trigger ==
=== Trigger ===
* [[trigger_finale]] - Added types selection: "Standard" "Gauntlet" "Custom" "Scavenge", and a property to define max points for scavenge mode.
* [[trigger_finale]] - Added types selection: "Standard" "Gauntlet" "Custom" "Scavenge", and a property to define max points for scavenge mode.
* [[trigger_hurt]] - Added additional damage type: "FULLGIB", and the option to have it 'think' every frame instead of every half second. (Expensive!)
* [[trigger_hurt]] - Added additional damage type: "FULLGIB", and the option to have it 'think' every frame instead of every half second. (Expensive!)

Revision as of 07:13, 31 July 2011

Left 4 Dead 2 This page lists all entities in Left 4 Dead 2, either from initial release or DLC.

left4dead2.fgd

beam

commentary

env

filter

fog

func

game

generic

info

logic

player

point

prop

trigger

upgrade

weapon

base.fgd

ai

ambient

color

cycler

env

filter

func

game

gibshooter

hammer

info

infodecal

keyframe

light

logic

material

math

momentary

move

npc

path

phys

physics

point

postprocess

prop

shadow

sky

sound

tanktrain

test

trigger

vgui

water

worldspawn


New

Environment

Filter

  • filter_health - Can filter based on the health of the activator, and wheter they have adrenaline active or not
  • filter_melee_damage - Can filter based on melee damage, and the type (all, slash or club)

Function

Information

Logic

  • logic_director_query - Controls the anger level of the AI Director
  • logic_game_event - allows firing of game events. Appears to part of an achievement system.
  • logic_script - Container for scripts
  • logic_versus_random - fires random outputs in the first round of a versus map, and then repeats those outputs in the second round of a versus map. Added from The Sacrifice DLC.

Misc

Prop

  • prop_fuel_barrel - special destructible physics prop that blows up in several stages when shot. Added from The Sacrifice DLC.
  • prop_wall_breakable - A section of wall that's breakable just like doors are.

Trigger

Weapon/Upgrade spawn

Note.pngNote:Read L4D2 Level Design's Weapon and Item Spawning

Updated

Environment

  • env_fog_controller - Has new entrys/inputs for settings such as Set2DSkyboxFactorLerpTo (Amount of fog to blend into 2d Skybox to lerp to)
  • env_tonemap_controller - Can now set TonemapPercentBrightPixels, and other settings.

Function

Information

  • info_director - Added many outputs to fully customize scavenge games, also includes scripting and journal support. The Sacrifice DLC introduced user defined script event hooks that can be fired from squirrel.
  • info_gamemode - Added additional game modes, added OnNavAnalyze output which is fired only when map is loaded with -navanalyse command line option set
  • info_map_parameters and info_map_parameters_versus - Controls density of spawns
    • director_solve_item_density
      Pass the number of items you'd want in this map and this spits out the map density value.
  • info_particle_system - Added setting to allow forcing particles to always render infront of everything
  • info_survivor_position - Can now be tied to a specific gamemode, and given a specific intro to play

Misc

  • Worldspawn - Can now choose time of day (evening, midnight, etc..), music post-fix name (for Music soundscripts to reference), as well as starting music type (Mission Start, Check Point)
  • beam_spotlight - Added NoFog spawnflag.
  • sky_camera - Added additional options for customizating plane clipping offsets, etc
  • filter_activator_infected_class - Added the new special infected
  • logic_auto - Added 'OnDemoMapSpawn' output
  • postprocess_controller - Can now dynamically alter film grain and vignette strength

Point

  • point_hurt - Added additional damage type: "FULLGIB"
  • point_spotlight - Added option to set Halo size
  • point_viewcontrol_multiplayer - Updated with additional inputs, toggles, and most importantly it now supports 'Target Entity' to easily create simple smooth gliding intro animations without relying on custom model animations.

Prop

  • All props now have a 'Lag Compensation' toggle. (Use sparingly!)
  • prop_car_alarm - Added ability to enable/disable
  • prop_door_rotating - Added 'glow' option
  • prop_physics - Added OnHitByTank output, for creating custom events when a prop is punched by the tank.

Trigger

  • trigger_finale - Added types selection: "Standard" "Gauntlet" "Custom" "Scavenge", and a property to define max points for scavenge mode.
  • trigger_hurt - Added additional damage type: "FULLGIB", and the option to have it 'think' every frame instead of every half second. (Expensive!)
  • trigger_playermovement - Added a "disable jump" flag
  • trigger_push - Added OnStartTouch output, and input SetMaxSpeed to allow setting the push speed dynamically