Info survivor position: Difference between revisions
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Bug:Do not use logic_auto's onmapspawn input to trigger the info_director to force survivors to their info_survivor_position. The info_director will ignore the input depending on how the map is loaded. Instead, it is much more reliable to simply have the info_director call itself, triggering its own forcesurvivorposition and releasesurvivor position using the info_directors ongamestart input. [todo tested in ?]
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{{KV Targetname}} | {{KV Targetname}} | ||
{{KV Angles}} | {{KV Angles}} | ||
== Inputs == | == Inputs == | ||
{{IO|SetViewControl|If a survivor is assigned to this position, set his view to a point_viewcontrol|param=string}} | {{IO|SetViewControl|If a survivor is assigned to this position, set his view to a point_viewcontrol|param=string}} | ||
== See also == | == See also == |
Revision as of 04:22, 25 October 2022
Template:L4d series point It defines a point where specific survivors can be moved to and locked/unlocked in place by the info_director through the info_directors input/outputs. It is useful for creating introduction sequences that make use of cameras, as it allows you to guarantee where a survivor will not only be standing, but also allows you to use point_viewcontrol_survivor so that it can zoom in on a particular suvivors head, regardless of the difference in height for each survivor. This is important for creating professional looking introduction sequences for the first map of your campaign.

Keyvalues
- Order (Order) <integer>
- Index of spot based on order people got on board. (1-4)
- Survivor Name (SurvivorName) <string>
- Force this survivor to use this position (Zoey, Louis, etc.)
- Survivor Intro Sequence (SurvivorIntroSequence) <string>
- Sequence to play when the intro starts
- Game Mode (GameMode) <string>
- Use this position for a particular game mode only (coop,versus,survival,scavenge)
- Survivor Concept (SurvivorConcept) <string>
- Response rule concept to play when survivor is moved here
- Hide Weapons (HideWeapons) <boolean>
- Hide Survivor's weapon while locked to this position.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Inputs
- SetViewControl <string >
- If a survivor is assigned to this position, set his view to a point_viewcontrol