List of L4D2 Entities: Difference between revisions
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Note:Read L4D2 Level Design's Weapon and Item Spawning
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{{Uselangflags|{{autolang|Left 4 Dead 2 - List of Entities|zh | {{Uselangflags|{{autolang|Left 4 Dead 2 - List of Entities|zh=求生之路 2 - 实体清单}}|en=1|zh=1}}{{back | Left 4 Dead 2 Level Creation}}[[Category:English]] | ||
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{{autolang|zh | {{autolang|zh={{:User:1416006136/Signature|time=2023年1月2日|in progress=1}}}} | ||
__NOTOC__ | __NOTOC__ | ||
<h2>{{autolang|[[Base.fgd/Left 4 Dead 2| base.fgd]]|zh | <h2>{{autolang|[[Base.fgd/Left 4 Dead 2| base.fgd]]|zh={{Hover info|Base.fgd/求生之路 2|link=Base.fgd/Left 4 Dead 2:zh-cn| base.fgd}}}}</h2> | ||
{{autolang|This is a complete list of all Source base entities.|zh | {{autolang|This is a complete list of all Source base entities.|zh=这是所有起源基础实体的完整列表。}} | ||
{{ColumnBox|count=4|<ul> | {{ColumnBox|count=4|<ul> | ||
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</ul>}} | </ul>}} | ||
<h2>{{autolang|[[Left 4 Dead 2.fgd | left4dead2.fgd]]|zh | <h2>{{autolang|[[Left 4 Dead 2.fgd | left4dead2.fgd]]|zh={{Hover info|求生之路 2 .fgd 文件|link=Left 4 Dead 2.fgd:zh-cn | left4dead2.fgd}}}}</h2> | ||
{{ColumnBox|count=4|<ul> | {{ColumnBox|count=4|<ul> | ||
'''beam''' | '''beam''' | ||
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</ul>}} | </ul>}} | ||
<h2>{{autolang|Non-FGD|zh | <h2>{{autolang|Non-FGD|zh=非 FGD}}</h2> | ||
{{ColumnBox|count=4|<ul> | {{ColumnBox|count=4|<ul> | ||
'''_''' | '''_''' | ||
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</ul>}} | </ul>}} | ||
<h2>{{autolang|In FGD but not in-game|zh | <h2>{{autolang|In FGD but not in-game|zh=存在于 FGD 中但不存在于游戏中}}</h2> | ||
{{ColumnBox|count=4|<ul> | {{ColumnBox|count=4|<ul> | ||
'''ai''' | '''ai''' | ||
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</ul>}} | </ul>}} | ||
<h2>{{autolang|New & Updated|zh | <h2>{{autolang|New & Updated|zh=新增及更新的实体}}</h2> | ||
<h3>{{autolang|Environment|zh | <h3>{{autolang|Environment|zh=环境实体}}</h3> | ||
<ul><li> [[env_fog_controller]]</li> - {{autolang|Has new entrys/inputs for settings such as Set2DSkyboxFactorLerpTo (Amount of fog to blend into 2d Skybox to lerp to)|zh | <ul><li> [[env_fog_controller]]</li> - {{autolang|Has new entrys/inputs for settings such as Set2DSkyboxFactorLerpTo (Amount of fog to blend into 2d Skybox to lerp to)|zh=具有新的设置条目/输入,例如 Set2DSkyboxFactorLerpTo(要混合到 2d 天空盒中的雾量以降低)}} | ||
<li> [[env_tonemap_controller]]</li> - {{autolang|Can now set TonemapPercentBrightPixels, and other settings.|zh | <li> [[env_tonemap_controller]]</li> - {{autolang|Can now set TonemapPercentBrightPixels, and other settings.|zh=现在可以设置 TonemapPercentBrightPixels 以及其他参数。}} | ||
<li> [[env_airstrike_indoors]]</li> - {{autolang|Adds an airstrike effect for indoors (crumbling ceiling)|zh | <li> [[env_airstrike_indoors]]</li> - {{autolang|Adds an airstrike effect for indoors (crumbling ceiling)|zh=为室内(摇摇欲坠的天花板)添加空袭效果}} | ||
<li> [[env_airstrike_outdoors]]</li> - {{autolang|Adds an airstrike effect for outdoors|zh | <li> [[env_airstrike_outdoors]]</li> - {{autolang|Adds an airstrike effect for outdoors|zh=为户外添加空袭效果}} | ||
<li> [[env_instructor_hint]]</li> - {{autolang|Allows creation and control of instructor messages through map logic|zh | <li> [[env_instructor_hint]]</li> - {{autolang|Allows creation and control of instructor messages through map logic|zh=允许通过地图逻辑创建和控制提示消息}} | ||
<li> [[env_physics_blocker]]</li> - {{autolang|blocks players and physics objects|zh | <li> [[env_physics_blocker]]</li> - {{autolang|blocks players and physics objects|zh=阻挡玩家和物理对象}} | ||
<li> [[env_player_blocker]]</li> - {{autolang|Blocks any PC/NPC from entering of the specified type.|zh | <li> [[env_player_blocker]]</li> - {{autolang|Blocks any PC/NPC from entering of the specified type.|zh=阻挡任何玩家/NPC进入指定类型。}} | ||
<li> [[env_rock_launcher]]</li> - {{autolang|Spawns and launches rocks that are typically spawned by the Tank in the Left 4 Dead Series. Added from The Sacrifice DLC.|zh | <li> [[env_rock_launcher]]</li> - {{autolang|Spawns and launches rocks that are typically spawned by the Tank in the Left 4 Dead Series. Added from The Sacrifice DLC.|zh=生成并发射求生之路系列中由 Tank 生成的石头。由《牺牲》DLC 添加。}} | ||
<li> [[env_weaponfire]]</li> - {{autolang|This entity is used to mimic weapon fire from the guns in L4D. Added from The Sacrifice DLC.|zh | <li> [[env_weaponfire]]</li> - {{autolang|This entity is used to mimic weapon fire from the guns in L4D. Added from The Sacrifice DLC.|zh=该实体用于模仿求生之路中枪支的武器射击。由《牺牲》DLC 添加。}} | ||
</ul> | </ul> | ||
<h3>{{autolang|Filter|zh | <h3>{{autolang|Filter|zh=过滤器}}</h3> | ||
<ul><li> [[filter_health]]</li> - {{autolang|Can filter based on the health of the activator, and wheter they have adrenaline active or not|zh | <ul><li> [[filter_health]]</li> - {{autolang|Can filter based on the health of the activator, and wheter they have adrenaline active or not|zh=可以根据激活剂的健康状况进行过滤,以及它们是否有肾上腺素活跃}} | ||
<li> [[filter_melee_damage]]</li> - {{autolang|Can filter based on melee damage, and the type (all, slash or club)|zh | <li> [[filter_melee_damage]]</li> - {{autolang|Can filter based on melee damage, and the type (all, slash or club)|zh=可以根据近战伤害和类型(全部、斜线或棍棒)进行过滤}} | ||
</ul> | </ul> | ||
<h3>{{autolang|Function|zh | <h3>{{autolang|Function|zh=功能性的}}</h3> | ||
<ul><li> [[func_elevator]]</li> - Added input to set max speed dynamically | <ul><li> [[func_elevator]]</li> - Added input to set max speed dynamically | ||
<li> [[func_movelinear]]</li> - Added ResetPosition/TeleportToTarget | <li> [[func_movelinear]]</li> - Added ResetPosition/TeleportToTarget | ||
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<li> [[point_script_use_target]]</li> - Makes an entity 'usable' by a player. An attached script determines the display text and use time. Added from the EMS update. | <li> [[point_script_use_target]]</li> - Makes an entity 'usable' by a player. An attached script determines the display text and use time. Added from the EMS update. | ||
</ul> | </ul> | ||
<h3>{{autolang|Information|zh | <h3>{{autolang|Information|zh=Info 类}}</h3> | ||
<ul><li> [[info_director]]</li> - 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. | <ul><li> [[info_director]]</li> - 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. | ||
<li> [[info_gamemode]]</li> - Added additional game modes, added OnNavAnalyze output which is fired only when map is loaded with -navanalyse command line option set | <li> [[info_gamemode]]</li> - Added additional game modes, added OnNavAnalyze output which is fired only when map is loaded with -navanalyse command line option set | ||
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<li> [[info_target_instructor_hint]]</li> - Used by utility VScripts for [[env_instructor_hint]] tragets. Added from the EMS update. | <li> [[info_target_instructor_hint]]</li> - Used by utility VScripts for [[env_instructor_hint]] tragets. Added from the EMS update. | ||
</ul> | </ul> | ||
<h3>{{autolang|Logic|zh | <h3>{{autolang|Logic|zh=逻辑实体}}</h3> | ||
<ul><li> [[logic_director_query]]</li> - Controls the anger level of the AI Director | <ul><li> [[logic_director_query]]</li> - Controls the anger level of the AI Director | ||
<li> [[logic_game_event]]</li> - allows firing of game events. Appears to part of an achievement system. | <li> [[logic_game_event]]</li> - allows firing of game events. Appears to part of an achievement system. | ||
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<li> [[logic_versus_random]]</li> - 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. | <li> [[logic_versus_random]]</li> - 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. | ||
</ul> | </ul> | ||
<h3>{{autolang|Misc|zh | <h3>{{autolang|Misc|zh=其他实体}}</h3> | ||
<ul><li> [[Worldspawn]]</li> - 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) | <ul><li> [[Worldspawn]]</li> - 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) | ||
<li> [[beam_spotlight]]</li> - Added NoFog spawnflag. | <li> [[beam_spotlight]]</li> - Added NoFog spawnflag. | ||
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<li> [[trigger_active_weapon_detect]]</li> - Fires output when touched by a player that has a specific weapon active. | <li> [[trigger_active_weapon_detect]]</li> - Fires output when touched by a player that has a specific weapon active. | ||
</ul> | </ul> | ||
<h3>{{autolang|Point|zh | <h3>{{autolang|Point|zh=Point 类}}</h3> | ||
<ul><li> [[point_hurt]]</li> - Added additional damage type: "FULLGIB" | <ul><li> [[point_hurt]]</li> - Added additional damage type: "FULLGIB" | ||
<li> [[point_spotlight]]</li> - Added option to set Halo size | <li> [[point_spotlight]]</li> - Added option to set Halo size | ||
<li> [[point_viewcontrol_multiplayer]]</li> - 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. | <li> [[point_viewcontrol_multiplayer]]</li> - 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. | ||
</ul> | </ul> | ||
<h3>{{autolang|Prop|zh | <h3>{{autolang|Prop|zh=Prop 类}}</h3> | ||
* All props now have a 'Lag Compensation' toggle. (Use sparingly!) | * All props now have a 'Lag Compensation' toggle. (Use sparingly!) | ||
<ul><li> [[prop_car_alarm]]</li> - Added ability to enable/disable | <ul><li> [[prop_car_alarm]]</li> - Added ability to enable/disable | ||
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<li> [[scripted_item_drop]]</li> - An item with basic physics that detects player touch. | <li> [[scripted_item_drop]]</li> - An item with basic physics that detects player touch. | ||
</ul> | </ul> | ||
<h3>{{autolang|Trigger|zh | <h3>{{autolang|Trigger|zh=触发器类}}</h3> | ||
<ul><li> [[trigger_finale]]</li> - Added types selection: "Standard" "Gauntlet" "Custom" "Scavenge", and a property to define max points for scavenge mode. | <ul><li> [[trigger_finale]]</li> - Added types selection: "Standard" "Gauntlet" "Custom" "Scavenge", and a property to define max points for scavenge mode. | ||
<li> [[trigger_hurt]]</li> - Added additional damage type: "FULLGIB", and the option to have it 'think' every frame instead of every half second. (Expensive!) | <li> [[trigger_hurt]]</li> - Added additional damage type: "FULLGIB", and the option to have it 'think' every frame instead of every half second. (Expensive!) | ||
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<li> [[trigger_upgrade_laser_sight]]</li> - gives laser sight upgrade to players that touch | <li> [[trigger_upgrade_laser_sight]]</li> - gives laser sight upgrade to players that touch | ||
</ul> | </ul> | ||
<h3>{{autolang|Weapon/Upgrade spawn|zh | <h3>{{autolang|Weapon/Upgrade spawn|zh=武器/升级生成}}</h3> | ||
<ul><li> [[upgrade_spawn]]</li> - Allows the director to place gun upgrades: laser sights, explosive ammo, and incendiary ammo. | <ul><li> [[upgrade_spawn]]</li> - Allows the director to place gun upgrades: laser sights, explosive ammo, and incendiary ammo. | ||
<li> [[weapon_adrenaline_spawn]]</li> - A possible spawnpoint for adrenaline. | <li> [[weapon_adrenaline_spawn]]</li> - A possible spawnpoint for adrenaline. |
Revision as of 05:20, 18 February 2023

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- env_fog_controller -
- env_tonemap_controller -
- env_airstrike_indoors -
- env_airstrike_outdoors -
- env_instructor_hint -
- env_physics_blocker -
- env_player_blocker -
- env_rock_launcher -
- env_weaponfire -

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- filter_health -
- filter_melee_damage -

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- func_elevator - Added input to set max speed dynamically
- func_movelinear - Added ResetPosition/TeleportToTarget
- func_nav_blocker - Added toggle to determine if nav flow should be recomputed or not
- func_orator - Now allows setting the max legal followup distance for automatic responses
- func_precipitation - Added Rain Storm, Bugs, and Smoke
- func_rotating - Added SnapToStartPosition
- func_buildable_button - A non-functional entity. Added from the EMS update.
- func_button_timed - Button that takes time to use. Added from The Sacrifice DLC.
- func_block_charge - The Charger will not charge through this brush.
- func_extinguisher - Extinguish "infernos" set from molotovs, gas cans, etc. Added from The Sacrifice DLC.
- func_instance - An entity for placing an instance of a map file
- func_instance_parms - Controls parameters used in func_instance within an instance
- func_nav_connection_blocker - Blocks nav meshs (on creation) from being connected through it's volume.
- func_playerghostinfected_clip - Blocks ghost infected.
- func_ragdoll_fader - Fade out any ragdolls that touch it. Added from The Sacrifice DLC.
- func_timescale - Adjust the time scale of the server/client through map logic (slow-mo scene at end of Dead Center finale)
- point_script_use_target - Makes an entity 'usable' by a player. An attached script determines the display text and use time. Added from the EMS update.
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- 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
- info_ambient_mob_start - Potential starting area for an ambient mob
- info_ambient_mob_end - Potential end area for an ambient mob
- info_ambient_mob - universal ambient mob start/end (use with care)
- info_l4d1_survivor_spawn - spawn one of the original survivors from L4D1 as seen in The Passing campaign.
- 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_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.
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- 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.
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- 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
- ambient_music - Can override the Music Director, forcing a custom wav file to play in the music mix layer.
- game_scavenge_progress_display - Allows turning the scavenge score display on/off as well as setting the total items required.
- player_weaponstrip - removes specific weapon or active weapon
- 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 of optionally-dynamic templates from VScripts. Added from the EMS update.
- prop_mounted_machine_gun - A .50 Cal mounted machine gun.
- script_nav_blocker - Point based func_nav_blocker made for spawning from VScripts. Added from the TLS update.
- 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.

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- 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.
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- 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.
- 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.
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- 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
- 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_hurt_ghost - damages entities (and ghosts) that touch it.
- trigger_upgrade_laser_sight - gives laser sight upgrade to players that touch
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- upgrade_spawn - Allows the director to place gun upgrades: laser sights, explosive ammo, and incendiary ammo.
- weapon_adrenaline_spawn - A possible spawnpoint for adrenaline.
- weapon_chainsaw_spawn - A possible spawnpoint for chainsaws.
- weapon_defibrillator_spawn - A possible spawnpoint for defibrillators.
- weapon_grenade_launcher_spawn - A possible spawnpoint for grenade launchers.
- weapon_item_spawn - A possible spawnpoint for a random item (first aid kits, pills, adrenaline, bile bombs, defibrillators etc.).
- weapon_melee_spawn - A possible spawnpoint for random melee weapons.
- weapon_pistol_magnum_spawn - A possible spawnpoint for magnum pistols
- weapon_rifle_ak47_spawn - A possible spawnpoint for AK-47 rifles.
- weapon_rifle_desert_spawn - A possible spawnpoint for combat rifles.
- weapon_rifle_m60_spawn - A possible spawnpoint for M60 machineguns.
- weapon_rifle_sg552_spawn - A possible spawnpoint for SG-552 rifles.
- weapon_scavenge_item_spawn - A spawnpoint for a scavenge gas can.
- weapon_shotgun_chrome_spawn - A possible spawnpoint for chrome shotguns.
- weapon_shotgun_spas_spawn - A possible spawnpoint for combat shotguns.
- weapon_smg_mp5_spawn - A possible spawnpoint for MP5 submachine guns.
- weapon_smg_silenced_spawn - A possible spawnpoint for silenced submachine guns.
- weapon_sniper_awp_spawn - A possible spawnpoint for AWP snipers.
- weapon_sniper_military_spawn - A possible spawnpoint for military sniper rifles.
- weapon_sniper_scout_spawn - A possible spawnpoint for Scout snipers. Added in the TLS update
- weapon_spawn - A possible spawnpoint for random weapons.
- weapon_upgradepack_explosive_spawn - A possible spawnpoint for explosive ammo packs.
- weapon_upgradepack_incendiary_spawn - A possible spawnpoint for incendiary ammo packs.
- weapon_vomitjar_spawn - A possible spawnpoint for bile bombs.
