Zh/Left 4 Dead 2/Scripting/Director Scripts: Difference between revisions

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:同时,如果设置后的导演设置没有起到预期的效果,说明它们之间可能存在冲突。你需要确保你的逻辑无误或者设置一些机制来避免冲突。
:同时,如果设置后的导演设置没有起到预期的效果,说明它们之间可能存在冲突。你需要确保你的逻辑无误或者设置一些机制来避免冲突。


:<strong style="color:#FF0000;">[[File:Warning.png|link=|alt=]] 注意:</strong> 绝对不要使用 '''=''' 操作符来影响导演系统. 请使用 '''<-'''. 它们的区别在于语义. 如果你用了=, 而该值又声明,则会抛出错误. 而<-, 在另一方面, 能够顺便创建不存在的数值.
:<strong style="color:#FF0000;">[[File:Warning.png|link=|alt=]] 注意:</strong> 绝对不要使用 '''=''' 操作符来控制Director. 请使用 '''<-'''. 它们的区别在于语义. 如果你用了=, 而该值又声明,则会抛出错误. 而<-, 在另一方面, 能够顺便创建不存在的数值.





Revision as of 00:14, 15 January 2019

Template:Otherlang2


Squirrel求生之路2 求生之路2导演脚本 是主要用于影响人工智能导演系统(AI Director)的行为的 脚本. 它们被广泛用于自定义结局和尸潮事件.

用法

执行导演脚本的方式是向 info_director 实体进行输入(input). 一个导演设置表用于给导演系统所使用的变量提供新的临时值. 其他额外的命令可以通过Director对象访问.

Warning.png警告:一次只能同时执行一个导演脚本!

输入

BeginScript <script name>
执行一个普通的导演脚本, 比如为了onslaught事件而设计的脚本.
EndScript
停止执行脚本并重置导演系统设置中的变量值.
BeginScriptedPanicEvent <script name>
执行一次脚本化的尸潮
Note.png注意:如果脚本位于子目录中,则与BeginScriptedPanicEvent一起使用的脚本将无法工作,即使你能在其他脚本的上下文中使用子目录. 它们必须位于vscripts文件夹下,否则它们只会简单地以1个阶段1秒的延迟运作.

通常脚本与僵尸围攻

当导演系统执行BeginScript输入时,指定的脚本便会运行,直到新的脚本被执行。或者脚本也可通过EndScript输入来手动结束. 除非改变了导演设置,否则游戏模式照常运行。

僵尸围攻事件可以通过操纵普感和特感的数量上限以及节奏来实现。

c2m4_barns_onslaught.nut (附注释):

Msg("Initiating Onslaught\n");

DirectorOptions <-
{
	// 关闭BOSS感染者(如果真)
	ProhibitBosses = false
	
	//LockTempo = true

	// 设置普感的产生时间间隔. 普感只有在节奏处于BUILD_UP状态时才会产生.
	MobSpawnMinTime = 1
	MobSpawnMaxTime = 1

	// 每波普感产生多少僵尸.
	MobMinSize = 30
	MobMaxSize = 30
	MobMaxPending = 30

	// 修改SUSTAIN_PEAK 和 RELAX 状态的时间长度以缩短普感产生的时间间隔.
	SustainPeakMinTime = 5
	SustainPeakMaxTime = 10
	IntensityRelaxThreshold = 0.99
	RelaxMinInterval = 1
	RelaxMaxInterval = 5
	RelaxMaxFlowTravel = 50

	//特感设置
	SpecialRespawnInterval = 1.0
        SmokerLimit = 2
        JockeyLimit = 0
        BoomerLimit = 0
        HunterLimit = 2
        ChargerLimit = 1

	// 有效产生区域
	PreferredMobDirection = SPAWN_NO_PREFERENCE
	ZombieSpawnRange = 2000
}

Director.ResetMobTimer()		// 将普感产生计时器归零.
Director.PlayMegaMobWarningSounds()	// 即将到来的普感的音效.

结局与脚本化的尸潮事件

结局与脚本化的尸潮事件包含了数种被设置于DirectorOptions之中的不同的阶段.

结局的导演脚本通常从 <map name>_finale.nut 中被加载. 脚本化的尸潮事件则可以从 info_directorBeginScriptedPanicEvent 输入中被执行.

Icon-Bug.png错误:当trigger_finale拥有一个针对特定脚本的选项时, 它将失去作用.  [todo tested in ?]


阶段的类型有四种 (其他值会打断结局并使得玩家直接成功获救(ESCAPE)):

  • PANIC - 尸潮, 数值是感染者的波数.
  • TANK - 产生tank, 数值是产生坦克的数量.
  • DELAY - 间歇, 数值是进入下一阶段前等待的秒数.
  • SCRIPTED (也叫ONSLAUGHT) - 数值是要调用的VScript的脚本名或者"" (这样设置的的话导演系统将不做任何行为), 如果在这里乱写的话你的游戏就会崩溃. 你的脚本会负责发送 EndCustomScriptedStage 输入给导演系统 (你选择的目标, 比如某个确切的触发量, 计时器, 随机值, 等等.). trigger_finale 输入 AdvanceFinaleState 应该也能工作. 否则, 尸潮事件不会结束


一个关于自定义结局脚本的例子:

ERROR <- -1
PANIC <- 0
TANK <- 1
DELAY <- 2
SCRIPTED <- 3 

DirectorOptions <-
{
	//-----------------------------------------------------
	 A_CustomFinale_StageCount = 8 // 阶段的数量. 用于计算对抗得分.
	 
	 A_CustomFinale1 = PANIC
	 A_CustomFinaleValue1 = 2   // 两拨尸潮.
	 
	 A_CustomFinale2 = DELAY
	 A_CustomFinaleValue2 = 12  // 延迟12秒进入下一阶段.
	 
	 A_CustomFinale3 = TANK
	 A_CustomFinaleValue3 = 3  // 3只tank!
	 
	 A_CustomFinale4 = DELAY
	 A_CustomFinaleValue4 = 12 // 等一段时间.
	 
	 A_CustomFinale5 = SCRIPTED
	 A_CustomFinaleValue5 = "my_scripted_stage.nut" // 运行自定义脚本.
	 
	 A_CustomFinale6 = DELAY
	 A_CustomFinaleValue6 = 15 // 等它个15秒.
	 
	 A_CustomFinale7 = TANK
	 A_CustomFinaleValue7 = 1  // tank什么的可以再来一只.

	 A_CustomFinale8 = DELAY
	 A_CustomFinaleValue8 = 10 // 再撑10秒 ... 获救!


	//-----------------------------------------------------

	 CommonLimit = 10
	 SpecialRespawnInterval = 25
}

function OnBeginCustomFinaleStage( num, type ) // 这个函数会在每个阶段开始时被调用.
{
      printl( "Beginning custom finale stage " + num + " of type " + type );
      MapScript.DirectorOptions.CommonLimit <- num * 10 // Increase commons by 10 linearly with stages.
}

智能的剧情性节奏(Adaptive Dramatic Pacing)

待完善: Add info from [1]

回调

  • void Update()
If you define an Update() function in your Director Script, it will run repeatedly much like a Think() function, but ONLY a finale via trigger_finale is triggered, if you have multiple scripts that are running that define it, they all will be called. The use of Update() is also found in the Bleed Out mutation (mutation3.nut), but needs further testing to see see if it behaves the same way like during a finale.

结局脚本专属

  • void OnBeginCustomFinaleStage(int num, int type)
If defined, will be called on every stage change with the number, and type, this is how you would change director options between stages (spawn directions, etc). num refers to the finale stage number passed by the director and type is the stage type (PANIC, TANK, etc.).
  • function OnChangeFinaleMusic()
待完善: confirm category/working
  • function OnChangeFinaleStage(?)
待完善: confirm category/working

导演设置

DirectorOptions表里的各种变量就是用来让你随便改的。

Note.png注意:在模式和地图脚本中, 应当使用SessionOptions表来影响导演系统, 或者用MutationOptions/MapOptions 表来初始化数值. DirectorOptions表可以被地图事件复写或者重设, 如果你在结局阶段写了一个新的DirectorOptions表则将会使得结局脚本失效.


更多关于导演设置的信息可以查阅Steam论坛.


注意: 鉴于该区域有太多的互动方式
你必须小心地进行设置,以确保设置符合你所需要的结果。
同时,如果设置后的导演设置没有起到预期的效果,说明它们之间可能存在冲突。你需要确保你的逻辑无误或者设置一些机制来避免冲突。
注意: 绝对不要使用 = 操作符来控制Director. 请使用 <-. 它们的区别在于语义. 如果你用了=, 而该值又声明,则会抛出错误. 而<-, 在另一方面, 能够顺便创建不存在的数值.


Note.png注意:The default values are for reference of the values set elsewhere in-game, and do NOT mean that the DirectorOption is set by default.

通用

Name Type Default value Description
AddToSpawnTimer
AllowCrescendoEvents bool
AllowWitchesInCheckpoints bool
AlwaysAllowWanderers bool
BuildUpMinInterval
ClearedWandererRespawnChance int 已经安全的nav区域重新填充普感的百分比机会(0-100)
DisallowThreatType int 禁止BOSS感染者在合作模式的threat 区域中产生. 有效类型: ZOMBIE_WITCH, ZOMBIE_TANK
FallenSurvivorPotentialQuantity int 总共有多少倒地的幸存者能出生.
FallenSurvivorSpawnChance float [0...1]
FarAcquireRange int 2500 感染者能识别人类的最大距离.
NearAcquireRange int 200 The range where common infected can spot survivors in the least amount of time.
FarAcquireTime float 5.0 The time it takes for an infected to acquire the survivor after spotting them at maximum range.
NearAcquireTime float 0.5 The time it takes for an infected to acquire the survivor after spotting them at minimum range.
GasCansOnBacks bool Puts the Hard Rain diesel cans on the survivors backs.
IgnoreNavThreatAreas bool Likely prevents bosses from spawning along the nav.
待完善: confirm category/working
InfectedFlags int Applies flags to newly spawned infected. Valid flags are: INFECTED_FLAG_CANT_SEE_SURVIVORS, INFECTED_FLAG_CANT_HEAR_SURVIVORS, INFECTED_FLAG_CANT_FEEL_SURVIVORS
IntensityRelaxAllowWanderersThreshold float
IntensityRelaxThreshold float All survivors must be below this intensity before a Peak is allowed to switch to Relax (in addition to the normal peak timer)
JournalString string
待完善: Used in holdout, seems to build some kind of table.
LockTempo bool false The horde spawning pacing consists of: BUILD_UP -> spawn horde -> SUSTAIN_PEAK -> RELAX -> BUILD_UP again. Setting LockTempo = true removes the "SUSTAIN_PEAK -> RELAX -> BUILD_UP" bit making your hordes spawn constantly without a delay.
MobRechargeRate int Guessing it's the speed at which a mob regenerates (i.e. next mob).
MobSpawnMaxTime int 180-240 Maximum time in seconds between mob spawns. Default value depends on difficulty.
MobSpawnMinTime int 90-120 Minimum time in seconds between mob spawns. Default value depends on difficulty.
MusicDynamicMobScanStopSize int When fewer than this many of a mob are in play, the mob music stops.
MusicDynamicMobSpawnSize int 25 Spawning a mob this large will play the mob music.
MusicDynamicMobStopSize int When a mob gets to this size we think about stopping the mob music.
NumReservedWanderers int The number of wandering infected that cannot be despawned for mobs.
NoMobSpawns bool false Prevents new mobs from spawning. Does not reset the timer, and already pending infected still spawn.
PanicForever int This seems to only work in gauntlets.
PausePanicWhenRelaxing bool
待完善: confirm category/working
PreferredMobDirection int Valid flags are: SPAWN_ABOVE_SURVIVORS, SPAWN_ANYWHERE, SPAWN_BEHIND_SURVIVORS, SPAWN_FAR_AWAY_FROM_SURVIVORS, SPAWN_IN_FRONT_OF_SURVIVORS, SPAWN_LARGE_VOLUME, SPAWN_NEAR_IT_VICTIM, SPAWN_NO_PREFERENCE
Note.png注意:SPAWN_NEAR_IT_VICTIM does not exist before a finale and will cause an error, so I'm assuming the director picks someone as IT when the finale starts. SPAWN_LARGE_VOLUME is what makes you be a mile away on DC finale.
PreferredMobPosition Vector
待完善: confirm category/working; used in dash
PreferredMobPositionRange int
待完善: confirm category/working; used in dash
PreferredSpecialDirection int
Note.png注意:The same values for PreferredMobDirection appear to work, BUT the following have also been seen, it is unknown if it's just redundancy. SPAWN_SPECIALS_ANYWHERE, SPAWN_SPECIALS_IN_FRONT_OF_SURVIVORS
ProhibitBosses bool Prohibits tanks and witches from being spawned by the Director. Only functional in coop mode.
RelaxMaxFlowTravel float How far the survivors can advance along the flow before transitioning from RELAX to BUILD_UP.
RelaxMaxInterval float Maximum time to spend in the RELAX tempo.
RelaxMinInterval float Minimum time to spend in the RELAX tempo.
ShouldAllowMobsWithTank bool Whether to spawn mobs when a tank is in play.
待完善: confirm category/working; possibly finale specific
ShouldAllowSpecialsWithTank bool Whether to spawn Special Infected when a tank is in play.
待完善: confirm category/working; possibly finale specific
ShouldConstrainLargeVolumeSpawn bool
待完善: confirm category/working
ShouldIgnoreClearStateForSpawn bool
待完善: confirm category/working
SpawnBehindSurvivorsDistance Appears to require PreferredSpecialDirection = SPAWN_BEHIND_SURVIVORS
SpecialInfectedAssault
待完善: confirm category/working
SpecialInitialSpawnDelayMax float
SpecialInitialSpawnDelayMin float
SpecialRespawnInterval float Time in seconds before a Special Infected slot can respawn an infected.
SurvivorMaxIncapacitatedCount int Maximum amount of survivor incapacitating before dying.
SustainPeakMaxTime float in minutes
SustainPeakMinTime float in minutes
TankHitDamageModifierCoop float 1.0 (mutation1.nut Last Man on Earth)
待完善: confirm category
TankRunSpawnDelay float 15 in seconds (mutation19.nut Taaannnkk!)
待完善: confirm category
TempHealthDecayRate float 0.27 0.27 is the pain_pills_decay_rate default, higher values equals quicker decay.
WanderingZombieDensityModifier float 1.0 Multiplier for the amount of wandering infected.
ZombieDiscardRange int
待完善: possibly range for despawning wanderers
ZombieDontClear
ZombieSpawnInFog bool false Allows zombies to spawn in in line-of-sight of survivors in fogged areas.
ZombieSpawnRange float Maximum distance from the survivors that the infected can spawn.
ZombieTankHealth int Sets the amount of health a tank spawns with.

限制出生

Name Type Default value Description
BileMobSize int Number of commons that spawn when a bile bomb is thrown. Appears to only work in finale. Found in Dead Center and The Sacrifice finales.
BoomerLimit int 1 Maximum number of Boomers allowed to be in play simultaneously.
ChargerLimit int 1 Maximum number of chargers allowed to be in play simultaneously.
CommonLimit int 30 Maximum number of commons allowed to be in play simultaneously.
DominatorLimit int Maximum number of Hunters, Smokers, Jockeys and Chargers allowed to be in play simultaneously.
待完善: confirm category/working
HunterLimit int 1 Maximum number of Hunters allowed to be in play simultaneously.
JockeyLimit int 1 Maximum number of Jockeys allowed to be in play simultaneously.
MaxSpecials int 2 Maximum number of Director spawned Special Infected allowed to be in play simultaneously.
MegaMobSize int The amount of total infected spawned during a panic event.
MobMaxPending int How many infected can be left pending to spawn when the mob size is larger than CommonLimit.
MobMaxSize int 30 Maximum amount of infected that can spawn in a mob.
MobMinSize int 10 Minimum amount of infected that can spawn in a mob.
MobSpawnSize int Static amount of infected in a mob. Likely overrides MobMinSize and MobMinSize.
PreTankMobMax int
待完善: confirm category/working; possibly gauntlet finale specific
SmokerLimit bool 1 Maximum number of Smokers allowed to be in play simultaneously.
SpitterLimit int 1 Maximum number of Spitters allowed to be in play simultaneously.
TankLimit int 1 Maximum number of Tanks allowed to be in play simultaneously.
WitchLimit int 1 Maximum number of Witches allowed to be in play simultaneously.1

EMS阶段专属

[待完善]

See L4D2_EMS/Appendix:_Spawning_Infected


Name Type Default value Description
PanicSpecialsOnly bool The Panic should end when we finish with Specials, not wait for the MegaMob.
PanicWavePauseMax float
待完善: confirm category/working
PanicWavePauseMin float
待完善: confirm category/working
ScriptedStageType int The type of stage to run next. See L4D2_EMS/StageTypeAppendix for a description of stage types.
ScriptedStageValue int Dependant on the stage type.
SpawnDirectionCount
待完善: confirm category/working
SpawnDirectionMask int A bitfield (using SPAWNDIR_N, _NE, _E, etc) of directors to spawn from _relative to_ a map entity named Compass in your map. Designed for Survival-like game modes. See L4D2_EMS/Appendix:_Spawning_Infected.
SpawnSetPosition Vector The center point of the area infected can spawn in, when SpawnSetRule is set to SPAWN_POSITIONAL.
SpawnSetRadius int How far from the center point infected can spawn, when SpawnSetRule is set to SPAWN_POSITIONAL.
SpawnSetRule int Overrides the mode of spawning used. Seems to be non-functional in finales. Valid flags are: SPAWN_ANYWHERE, SPAWN_FINALE, SPAWN_BATTLEFIELD, SPAWN_SURVIVORS, SPAWN_POSITIONAL
TotalBoomers int Number of Boomers allowed in a wave.
TotalChargers int Number of Chargers allowed in a wave.
TotalHunters int Number of Hunters allowed in a wave.
TotalJockeys int Number of Jockeys allowed in a wave.
TotalSmokers int Number of Smokers allowed in a wave.
TotalSpecials int Total number of Special Infected allowed in a wave.
TotalSpitters int Number of Spitters allowed in a wave.
  • function void g_ModeScript::GetNextStage()
Called by the director when it wants a new stage. It can be forced with Director.ForceNextStage()

结局专属/相关

A normal finale consists of X number of stages. Some variables in DirectorOptions can only be used during finales. Multiple staged events can be defined in the same script, with the Options starting with A_, B_, C_ etc.

Name Type Default value Description
A_CustomFinale_StageCount int Number of stages. Needs to be set for Versus scoring to function properly.
A_CustomFinaleX int Stage type (enumerated PANIC, SCRIPTED (AKA ONSLAUGHT), DELAY, TANK), where X is the stage number. Also used in scripted panic events.
A_CustomFinaleValueX * Value depends on the stage type above. Also used in scripted panic events. Please see the example above.
A_CustomFinaleMusicX string Soundscript entry to play. For instance, A_CustomFinaleMusic1 = "C2M5.BadManTank2". Note that c2m5_concert_finale.nut does not use this method and instead opted to use entities within the map instead. In the c2m5 script A_CustomFinaleMusic4 = "", suggesting that no song is actually played automatically via script.
EnforceFinaleNavSpawnRules bool Possibly used to enforce the finale spawning behavior without running a finale.
待完善: confirm category/working
HordeEscapeCommonLimit Number of commons allowed in the escape stage.
EscapeSpawnTanks bool Whether to spawn tanks in the escape sequence.
待完善: possibly EMS stage related
MinimumStageTime int The minimum amount of time a SCRIPTED stage is allowed to run before ending.

夹击战专属/相关

These options are specific to Gauntlet finales. Most of these can be found in director_gauntlet.nut

Name Type Default value Description
CustomTankKiteDistance int 3000
待完善: confirm category/working


Movement Bonus related options
The Movement Bonus successively increases the delay between hordes when the survivors are not making progress toward the Gauntlet goal. The Current Bonus value ticks down every second, allows a horde to spawn when it reaches 0. When a horde spawns the Current Bonus is reset to the Movement Bonus value. The Movement Bonus increases at set intervals, and is reset when the survivors cross the Movement Threshold, which is then incremented. Use director_debug 1 to see the values.
Name Type Default value Description
GauntletMovementThreshold float The amount of flow units the survivors can advance before the Movement Bonus is reset.
GauntletMovementTimerLength float The interval between each Movement Bonus increase, in seconds.
GauntletMovementBonus float The initial value, and the amount the movement Bonus increases each interval, in seconds.
GauntletMovementBonusMax float The maximum value that the Movement Bonus can reach.

对抗模式专属/相关

Name Type Default value Description
TankHitDamageModifierVersus float 1.0
ZombieGhostDelayMax int 30 Maximum time in seconds until allowing player infected to respawn.
ZombieGhostDelayMin int 20 Minimum time in seconds until allowing player infected to respawn.

清道夫模式专属/相关

Name Type Default value Description
ScavengeClusterBonusTime float
待完善: confirm category/working
ScavengeRoundInitialTime float
待完善: confirm category/working
ScavengeScoreBonusTime float (used in mutation13.nut Follow the Liter)

生还者模式专属/相关

Name Type Default value Description
SurvivalSetupTime float (Used in mutation15.nut for Survival Versus with setup time of 90 seconds)

突变模式专属/相关

Some of these values are mutation specific values of the global ones (cm_CommonLimit,cm_MaxSpecials, etc.), so use them if you are making a mutation, in case any map scripts are changing the global values.

Name Type Default value Description
cm_AggressiveSpecials bool true
cm_AllowPillConversion bool true Allows pills to be converted to health kits.
cm_AllowSurvivorRescue bool
cm_AutoReviveFromSpecialIncap bool false Instantly revives a survivor when incapacitated by a Special Infected.
cm_AutoSpawnInfectedGhosts bool
cm_BaseCommonAttackDamage
cm_BaseSpecialLimit int
cm_CommonLimit int
cm_DominatorLimit int
cm_FirstManOut int false Ends the escape when the first survivor reaches the escape vehicle.
cm_frustrationTimer
cm_HeadshotOnly
cm_HealingGnome
cm_InfiniteFuel (mutation7.nut Chainsaw Massacre)
cm_MaxSpecials
cm_NoRescueClosets
cm_NoSurvivorBots
cm_ProhibitBosses
cm_ShouldEscortHumanPlayers
cm_ShouldHurry
cm_SingleScavengeCluster Used for scavenge cans to spawn one-by-one.
cm_SpecialRespawnInterval
cm_SpecialSlotCountdownTime
cm_SpecialsRetreatToCover
cm_TankLimit
cm_TankRun Used in Taaank! mutation (mutation19.nut).
cm_TempHealthOnly
cm_VIPTarget
cm_WanderingZombieDensityModifier
cm_WitchLimit

无用设置

These don't seem to be read by the director.

Name Type Default value Description
ActiveChallenge bool false Activates mutation mode. Seems to be obsolete with the EMS update.
MegaMobMaxSize int Maximum amount of total infected spawned during a panic event. Doesn't work 2014.04.29
MegaMobMinSize int Minimum amount of total infected spawned during a panic event. Doesn't work 2014.04.29

钩子函数

These functions are placed in the DirectorOptions table, and get called at map load.

Function Signature Description
AllowWeaponSpawn bool AllowWeaponSpawn(string classname) Returns true or false if the given classname is allowed to spawn, used by several mutations.
ConvertWeaponSpawn string ConvertWeaponSpawn(string classname) Converts a weapon spawn of given classname to another, used by several mutations.
ConvertZombieClass int ConvertZombieClass(infectedClass) Converts one spawn into another, used by the Taaannnk!! mutation (mutation19.nut).
GetDefaultItem string GetDefaultItem(index) Repeatedly called with incrementing indices. Return a string of a weapon name to make it a default item for survivors, or 0 to end the iteration.
ShouldAvoidItem bool ShouldAvoidItem(string classname)
待完善: Probably a bot related function or spawn related

枚举

  • Director Enumerations
    Note.png注意:These are (or some are) script specific, hence the duplicate values.
    • ALLOW_BASH_ALL = 0
    • ALLOW_BASH_NONE = 2
    • ALLOW_BASH_PUSHONLY = 1
    • BOT_CANT_FEEL = 4
    • BOT_CANT_HEAR = 2
    • BOT_CANT_SEE = 1
    • BOT_CMD_ATTACK = 0
    • BOT_CMD_MOVE = 1
    • BOT_CMD_RESET = 3
    • BOT_CMD_RETREAT = 2
    • BOT_QUERY_NOTARGET = 1
    • DMG_BLAST = 64
    • DMG_BLAST_SURFACE = 134217728
    • DMG_BUCKSHOT = 536870912
    • DMG_BULLET = 2
    • DMG_BURN = 8
    • DMG_HEADSHOT = 1073741824
    • DMG_MELEE = 2097152
    • DMG_STUMBLE = 33554432
    • FINALE_CUSTOM_CLEAROUT = 11
    • FINALE_CUSTOM_DELAY = 10
    • FINALE_CUSTOM_PANIC = 7
    • FINALE_CUSTOM_SCRIPTED = 9
    • FINALE_CUSTOM_TANK = 8
    • FINALE_FINAL_BOSS = 5
    • FINALE_GAUNTLET_1 = 0
    • FINALE_GAUNTLET_2 = 3
    • FINALE_GAUNTLET_BOSS = 16
    • FINALE_GAUNTLET_BOSS_INCOMING = 15
    • FINALE_GAUNTLET_ESCAPE = 17
    • FINALE_GAUNTLET_HORDE = 13
    • FINALE_GAUNTLET_HORDE_BONUSTIME = 14
    • FINALE_GAUNTLET_START = 12
    • FINALE_HALFTIME_BOSS = 2
    • FINALE_HORDE_ATTACK_1 = 1
    • FINALE_HORDE_ATTACK_2 = 4
    • FINALE_HORDE_ESCAPE = 6
    • HUD_FAR_LEFT = 7
    • HUD_FAR_RIGHT = 8
    • HUD_FLAG_ALIGN_CENTER = 512
    • HUD_FLAG_ALIGN_LEFT = 256
    • HUD_FLAG_ALIGN_RIGHT = 768
    • HUD_FLAG_ALLOWNEGTIMER = 128
    • HUD_FLAG_AS_TIME = 16
    • HUD_FLAG_BEEP = 4
    • HUD_FLAG_BLINK = 8
    • HUD_FLAG_COUNTDOWN_WARN = 32
    • HUD_FLAG_NOBG = 64
    • HUD_FLAG_NOTVISIBLE = 16384
    • HUD_FLAG_POSTSTR = 2
    • HUD_FLAG_PRESTR = 1
    • HUD_FLAG_TEAM_INFECTED = 2048
    • HUD_FLAG_TEAM_MASK = 3072
    • HUD_FLAG_TEAM_SURVIVORS = 1024
    • HUD_LEFT_BOT = 1
    • HUD_LEFT_TOP = 0
    • HUD_MID_BOT = 3
    • HUD_MID_BOX = 9
    • HUD_MID_TOP = 2
    • HUD_RIGHT_BOT = 5
    • HUD_RIGHT_TOP = 4
    • HUD_SCORE_1 = 11
    • HUD_SCORE_2 = 12
    • HUD_SCORE_3 = 13
    • HUD_SCORE_4 = 14
    • HUD_SCORE_TITLE = 10
    • HUD_SPECIAL_COOLDOWN = 4
    • HUD_SPECIAL_MAPNAME = 6
    • HUD_SPECIAL_MODENAME = 7
    • HUD_SPECIAL_ROUNDTIME = 5
    • HUD_SPECIAL_TIMER0 = 0
    • HUD_SPECIAL_TIMER1 = 1
    • HUD_SPECIAL_TIMER2 = 2
    • HUD_SPECIAL_TIMER3 = 3
    • HUD_TICKER = 6
    • INFECTED_FLAG_CANT_FEEL_SURVIVORS = 32768
    • INFECTED_FLAG_CANT_HEAR_SURVIVORS = 16384
    • INFECTED_FLAG_CANT_SEE_SURVIVORS = 8192
    • IN_ATTACK = 1
    • IN_ATTACK2 = 2048
    • IN_BACK = 16
    • IN_CANCEL = 64
    • IN_DUCK = 4
    • IN_FORWARD = 8
    • IN_JUMP = 2
    • IN_LEFT = 512
    • IN_RELOAD = 8192
    • IN_RIGHT = 1024
    • IN_USE = 32
    • SCRIPTED_SPAWN_BATTLEFIELD = 2
    • SCRIPTED_SPAWN_FINALE = 0
    • SCRIPTED_SPAWN_POSITIONAL = 3
    • SCRIPTED_SPAWN_SURVIVORS = 1
    • SCRIPT_SHUTDOWN_EXIT_GAME = 4
    • SCRIPT_SHUTDOWN_LEVEL_TRANSITION = 3
    • SCRIPT_SHUTDOWN_MANUAL = 0
    • SCRIPT_SHUTDOWN_ROUND_RESTART = 1
    • SCRIPT_SHUTDOWN_TEAM_SWAP = 2
    • SPAWNDIR_E = 4
    • SPAWNDIR_N = 1
    • SPAWNDIR_NE = 2
    • SPAWNDIR_NW = 128
    • SPAWNDIR_S = 16
    • SPAWNDIR_SE = 8
    • SPAWNDIR_SW = 32
    • SPAWNDIR_W = 64
    • SPAWN_ABOVE_SURVIVORS = 6
    • SPAWN_ANYWHERE = 0
    • SPAWN_BATTLEFIELD = 2
    • SPAWN_BEHIND_SURVIVORS = 1
    • SPAWN_FAR_AWAY_FROM_SURVIVORS = 5
    • SPAWN_FINALE = 0
    • SPAWN_IN_FRONT_OF_SURVIVORS = 7
    • SPAWN_LARGE_VOLUME = 9
    • SPAWN_NEAR_IT_VICTIM = 2
    • SPAWN_NEAR_POSITION = 10
    • SPAWN_NO_PREFERENCE = -1
    • SPAWN_POSITIONAL = 3
    • SPAWN_SPECIALS_ANYWHERE = 4
    • SPAWN_SPECIALS_IN_FRONT_OF_SURVIVORS = 3
    • SPAWN_SURVIVORS = 1
    • SPAWN_VERSUS_FINALE_DISTANCE = 8
    • STAGE_CLEAROUT = 4
    • STAGE_DELAY = 2
    • STAGE_ESCAPE = 7
    • STAGE_NONE = 9
    • STAGE_PANIC = 0
    • STAGE_RESULTS = 8
    • STAGE_SETUP = 5
    • STAGE_TANK = 1
    • TIMER_COUNTDOWN = 2
    • TIMER_COUNTUP = 1
    • TIMER_DISABLE = 0
    • TIMER_SET = 4
    • TIMER_STOP = 3
    • TRACE_MASK_ALL = -1
    • TRACE_MASK_NPC_SOLID = 33701899
    • TRACE_MASK_PLAYER_SOLID = 33636363
    • TRACE_MASK_SHOT = 1174421507
    • TRACE_MASK_VISIBLE_AND_NPCS = 33579137
    • TRACE_MASK_VISION = 33579073
    • UPGRADE_EXPLOSIVE_AMMO = 1
    • UPGRADE_INCENDIARY_AMMO = 0
    • UPGRADE_LASER_SIGHT = 2
    • ZOMBIE_BOOMER = 2
    • ZOMBIE_CHARGER = 6
    • ZOMBIE_HUNTER = 3
    • ZOMBIE_JOCKEY = 5
    • ZOMBIE_NORMAL = 0
    • ZOMBIE_SMOKER = 1
    • ZOMBIE_SPITTER = 4
    • ZOMBIE_TANK = 8
    • ZOMBIE_WITCH = 7
    • ZSPAWN_MOB = 10
    • ZSPAWN_MUDMEN = 12
    • ZSPAWN_WITCHBRIDE = 11

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