Info zombie border: Difference between revisions

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m (removed extra closing bracket)
(aghhhh its not actually obsolete I JUST MESSED UP in my tests ://////)
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{{stub}}{{obsolete|entity=1}}
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{{l4d2 point|info_zombie_border}} Unknown what this entity does, but the official FGD vaguely describes that "No zombies will spawn behind this entity.". Attempting to put multiple entities of this, with all of their backs facing all 4 directions, appears that the infected will still use normal spawning behavior.
{{l4d2 point|info_zombie_border}} Any infected, aside from currently Player Controlled ones, will not be allowed to spawn or be discarded so long they are behind this entity. Line of sight is not a necessary concern for this entity, but only if an infected's origin would be located behind this entity.


It might be better to just use [[func_nav_blocker]] to block the only way to a preceding undesired path out entirely, then so infected won't spawn in said area. Usage of entities that can apply navigation mesh attributes, like [[func_nav_attribute_region]], specifically ones capable of manipulate infected spawning can be also very helpful (like<code>OBSCURED</code>or<code>NO_MOBS</code>attributes).
Before using this, it might be wise to consult if [[func_nav_blocker]] to block out the only way to a preceding undesired path out entirely, or applying attributes capable of infected spawning manipulation (like<code>OBSCURED</code>or<code>NO_MOBS</code>attributes) with [[func_nav_attribute_region]], is what you need.


== Keyvalues ==
== Keyvalues ==
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; c3m1_plankcountry
; c3m1_plankcountry
* Named as<code>no_zombies_east_river</code>. Placed at where the ferry stops at after when the survivors start it, with its back facing the other side of the river.
* Named as<code>no_zombies_east_river</code>. Placed at where the ferry stops at after when the survivors start it, with its back facing the other side of the river.
** Receives a<code>Disable</code>input when the ferry is started.
** Receives a<code>Disable</code>input when the ferry is started, allowing infected to spawn at the other side again.

Revision as of 14:48, 21 April 2021

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Template:L4d2 point Any infected, aside from currently Player Controlled ones, will not be allowed to spawn or be discarded so long they are behind this entity. Line of sight is not a necessary concern for this entity, but only if an infected's origin would be located behind this entity.

Before using this, it might be wise to consult if func_nav_blocker to block out the only way to a preceding undesired path out entirely, or applying attributes capable of infected spawning manipulation (likeOBSCUREDorNO_MOBSattributes) with func_nav_attribute_region, is what you need.

Keyvalues

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

Inputs

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Outputs

Uses in official maps

The following maps use info_zombie_border.

c3m1_plankcountry
  • Named asno_zombies_east_river. Placed at where the ferry stops at after when the survivors start it, with its back facing the other side of the river.
    • Receives aDisableinput when the ferry is started, allowing infected to spawn at the other side again.