List of L4D2 Entities: Difference between revisions

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== Unlisted ==
These entities are used by entity groups in [[L4D2_EMS|EMS]] VScripts. They aren't included in any released [[FGD]].
{{ColumnBox|count=4|
==== info ====
* [[info_item_position]]
* [[info_target_instructor_hint]]
==== point ====
* [[point_script_template]]
==== script ====
* [[script_nav_blocker]]
* [[script_trigger_hurt]]
* [[script_trigger_multiple]]
* [[script_trigger_once]]
* [[script_trigger_push]]
}}
== base.fgd ==
== base.fgd ==
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{{ColumnBox|count=4|
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* [[info_particle_target]] - Allows marking areas in the map for particle systems with control points to reference
* [[info_particle_target]] - Allows marking areas in the map for particle systems with control points to reference
* [[info_zombie_border]] - Zombies will not spawn behind this entity.
* [[info_zombie_border]] - Zombies will not spawn behind this entity.
* [[info_item_position]]  - Used to place spawn points for entity groups. Added from the EMS update.
* [[info_target_instructor_hint]]  - Used by utility VScripts for [[env_instructor_hint]] tragets. Added from the EMS update.


=== Logic ===
=== Logic ===
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* [[player_weapon_strip]] - removes specific weapon or active weapon
* [[player_weapon_strip]] - removes specific weapon or active weapon
* [[point_nav_attribute_region]] - Holds attributes to be applied to regions of nav areas during generation
* [[point_nav_attribute_region]] - Holds attributes to be applied to regions of nav areas during generation
* [[point_script_template]] - A [[point_template]] made for spawning from VScripts. Added from the EMS update.
* [[prop_mounted_machine_gun]] - A .50 Cal mounted machine gun. {{Note|L4D2 previously did not support the [[prop_minigun]], but the authoring tools have been updated to support the L4D1 entity.}}
* [[prop_mounted_machine_gun]] - A .50 Cal mounted machine gun. {{Note|L4D2 previously did not support the [[prop_minigun]], but the authoring tools have been updated to support the L4D1 entity.}}
* [[script_nav_blocker]] - Point based [[func_nav_blocker]] made for spawning from VScripts. Added from the EMS update.
* [[sound_mix_layer]] - Allows setting the levels of a specific sound mix layer.
* [[sound_mix_layer]] - Allows setting the levels of a specific sound mix layer.
* [[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
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=== Trigger ===
=== Trigger ===
* [[script_trigger_hurt]] - Point based [[trigger_hurt]] made for spawning from VScripts. Added from the EMS update.
* [[script_trigger_multiple]] - Point based [[trigger_multiple]] made for spawning from VScripts. Added from the EMS update.
* [[script_trigger_once]] - Point based [[trigger_once]] made for spawning from VScripts. Added from the EMS update.
* [[script_trigger_push]] - Point based [[trigger_push]] made for spawning from VScripts. Added from the EMS update.
* [[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.

Revision as of 08:59, 20 April 2014

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

scripted

trigger

upgrade

weapon

Unlisted

These entities are used by entity groups in EMS VScripts. They aren't included in any released FGD.

info

point

script

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. Added from the EMS update.

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.
  • scripted_item_drop - An item with basic physics that detects player touch.

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