Asw holdout mode: Difference between revisions
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Kestrelguy (talk | contribs) m (added language bar. also some formatting.) |
Kestrelguy (talk | contribs) m (→Keyvalues) |
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== Keyvalues == | == Keyvalues == | ||
{{KV|Holdout Filename|string|This is the filename of the holdout script that defines the waves, etc. Assumes a path of <tt>resource\Holdout\</tt>.}} | {{KV|Holdout Filename|string|This is the filename of the holdout script that defines the waves, etc. Assumes a path of <tt>resource\Holdout\</tt>.}} | ||
{{KV BaseEntity}} | {{KV BaseEntity|l4d2=1}} | ||
== Inputs == | == Inputs == |
Revision as of 09:24, 25 May 2022


Template:As point It causes the map to run in Holdout Mode. This mode is much like a survival mode where waves of enemies continuously attack the player.
Keyvalues
- Holdout Filename ([todo internal name (i)]) <string>
- This is the filename of the holdout script that defines the waves, etc. Assumes a path of resource\Holdout\.
Inputs
- UnlockResupply
- Tells the holdout that you want to let the player resupply at the end of the round.
Outputs
- OnAnnounceWave01 to OnAnnounceWave10
- Fired when Wave01–10 is announced.
- OnAnnounceWaveDefault
- Fired when any wave is announced.
- OnWave01 to OnWave10
- Fired when Wave01–10 starts.
- OnWaveDefault
- Fired at the start of all waves.