L4D2 Level Design/Boss Prohibition: Difference between revisions
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== [[L4D2 Vscripts|Vscript]] == | == [[L4D2 Vscripts|Vscript]] == | ||
Vscripts | Vscripts can offer more flexibility in this case. The script file should place in your '''left4dead2/scripts/vscripts''' folder (you may need to add the '''vscripts''' sub-folder yourself). | ||
A basic script would include: | |||
<pre>DirectorOptions <- | <pre>DirectorOptions <- | ||
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}</pre> | }</pre> | ||
Save the | Save the text file with the extension '''.nut''' in the vscripts folder. | ||
In your map, place a '''logic_auto''' entity and add an output. Note that logic_auto is only used here as an example. The output should target the [[info_director|AI Director]] entity and make it fire the script by using the <code>BeginScript</code> input. In the parameter field, you set the name of your script (the '''.nut''' extension is not needed but won't cause any issues). The script will end if the director is told to load another script or if triggered by an output to <code>EndScript</code>. | |||
== See also == | == See also == |
Revision as of 10:13, 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 can offer more flexibility in this case. The script file should place in your left4dead2/scripts/vscripts folder (you may need to add the vscripts sub-folder yourself). A basic script would include:
DirectorOptions <- { ProhibitBosses = true }
Save the text file with the extension .nut in the vscripts folder.
In your map, place a logic_auto entity and add an output. Note that logic_auto is only used here as an example. The output should target the AI Director entity and make it fire the script by using the BeginScript
input. In the parameter field, you set the name of your script (the .nut extension is not needed but won't cause any issues). The script will end if the director is told to load another script or if triggered by an output to EndScript
.
See also
← L4D2_Level_Design/Add-on Notes | Return to L4D2 Level Design |