L4D2 Level Design/Boss Prohibition: Difference between revisions
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{| class="wikitable sortable" border="1" style="font-size: small; text-align: center; width: auto;" | {| class="wikitable sortable" border="1" style="font-size: small; text-align: center; width: auto;" | ||
|+ '''coop_boss_spawning and versus_boss_spawning''' | |+ '''coop_boss_spawning and versus_boss_spawning''' | ||
! Variable !! Type !! class="unsortable" | Range | ! Variable !! Type !! class="unsortable" | Range | Notes | ||
|- | |- | ||
| spawn_pos_min || float || 0..1 | | spawn_pos_min || float || 0..1 || Percentage flow cleared by survivors? | ||
|- | |- | ||
| spawn_pos_max || float || 0..1 | | spawn_pos_max || float || 0..1 || | ||
|- | |- | ||
| tank_chance || float || 0..1 | | tank_chance || float || 0..1 || | ||
|- | |- | ||
| witch_chance || float || 0..1 | | witch_chance || float || 0..1 || | ||
|- | |- | ||
| witch_and_tank || int || 0|1 | | witch_and_tank || int || 0|1 || | ||
|} | |} | ||
Revision as of 10:01, 1 October 2011
There are multiple ways to prohibit or control the occurrence of boss infected in Left 4 Dead 2, which include mission.txt and vscripts.
Mission.txt
"coop_boss_spawning" and "versus_boss_spawning" was introduced in The Sacrifice update. Known variables include:
Variable | Type | Range | Notes | |
---|---|---|---|
spawn_pos_min | float | 0..1 | Percentage flow cleared by survivors? |
spawn_pos_max | float | 0..1 | |
tank_chance | float | 0..1 | |
witch_chance | float | 0..1 | |
witch_and_tank | int | 1 |
Please see List of L4D2 Missions Files (using browser text search) for full examples of their use.
Vscript
Vscripts appear to be more flexible. This is now done with a script file that you should place in your left4dead2/scripts/vscripts folder (you may need to add the vscripts subfolder yourself). Add the following to a text file:
DirectorOptions <- { ProhibitBosses = true }
Save the textfile with the extention .nut in the vscripts folder. In your map, place a logic_auto entity and add an output. The output should target the AI Director entity and make it fire the script by using the BeginScript action. In the parameter field, you set the name of your script (without the .nut extention)
See also
← L4D2_Level_Design/Add-on Notes | Return to L4D2 Level Design |