Info gamemode: Difference between revisions
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Idea:Vscripts Input[InputName] hook can be used on these.
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{{Entity|info_gamemode|sprite=1|type=e0|series=Left 4 Dead}} When a map is loaded, this entity can fire outputs depending on the current game mode. This allows the all game modes to be available in a single map instead of having separate maps for each game mode. {{clr}} | {{Entity|info_gamemode|sprite=1|type=e0|series=Left 4 Dead}} When a map is loaded, this entity can fire outputs depending on the current game mode. This allows the all game modes to be available in a single map instead of having separate maps for each game mode. {{clr}} | ||
== | == Outputs == | ||
{{ | {{IO|OnCoop}} | ||
{{IO|OnVersus}} | |||
{{IO|OnSurvival}} | |||
{{IO|OnScavenge|Fired when the map spawns in specified mode. {{note|OnCoop fires in realism}}|in=L4D2}} | |||
== | {{IO|OnCoopPostIO|since=L4D2}} | ||
{{IO| | {{IO|OnVersusPostIO|since=L4D2}} | ||
{{IO| | {{IO|OnSurvivalPostIO|since=L4D2}} | ||
{{ | {{IO|OnScavengePostIO|Fired shortly after all scavenge items have been populated|since=L4D2}} | ||
::{{note|This doesn't mean item populating causes the output to be fired, mentioning item being populated just as a frame of reference}} | |||
::{{tip|Useful when wanting to spawn templated weapon_* entities and not have it affected by info_map_parameters densities {{confirm}}}} | |||
::{{ModernConfusion|Description in FGD is not correct. This output does fire later than On<Mode> outputs but it doesn't wait until IO generated by it finishes. Doesn't even wait for the delays specified in On<Mode> outputs to expire.}} | |||
{{IO|OnScavengeMatchStart|Fired on the first map load of a scavenge match. Doesn't fire on round restarts.|since=L4D2}} | {{IO|OnScavengeMatchStart|Fired on the first map load of a scavenge match. Doesn't fire on round restarts.|since=L4D2}} | ||
{{IO|OnNavAnalyze|Fired when the map is loaded with -navanalyze on the command line.|since=L4D2}} | {{IO|OnNavAnalyze|Fired when the map is loaded with -navanalyze on the command line.|since=L4D2}} | ||
== Inputs == | |||
{{IO|PostSpawnActivate|Fired internally right before On<Mode> outputs fire. Trying to fire this manually is not intended and game will crash|nofgd=1}} | |||
{{IO|PreRoundActivate|Fired internally right before On<Mode>PostIO outputs fire.|nofgd=1}} | |||
{{IO|FireScavengeMatchStart|Fired internally right before OnScavengeMapStart output fires. {{note|This fires shortly after OnGameplayStart of info_director is fired}}|nofgd=1}} | |||
{{ModernIdea|Vscripts [[Left_4_Dead_2/Script_Functions#Hooks|Input{{!(}}InputName{{)!}}]] hook can be used on these. {{todo| What happens when preventing these to fire by returning false ?}} }} | |||
== See Also == | == See Also == |
Revision as of 14:00, 31 August 2023


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CInfoGameMode |
Template:Entity When a map is loaded, this entity can fire outputs depending on the current game mode. This allows the all game modes to be available in a single map instead of having separate maps for each game mode.
Outputs
- OnCoop
- OnVersus
- OnSurvival
- OnScavenge
- Fired when the map spawns in specified mode.
Note:OnCoop fires in realism
- OnCoopPostIO (in all games since
)
- OnVersusPostIO (in all games since
)
- OnSurvivalPostIO (in all games since
)
- OnScavengePostIO (in all games since
)
- Fired shortly after all scavenge items have been populated
Note:This doesn't mean item populating causes the output to be fired, mentioning item being populated just as a frame of reference
Tip:Useful when wanting to spawn templated weapon_* entities and not have it affected by info_map_parameters densities [confirm]
Risk of Confusion:Description in FGD is not correct. This output does fire later than On<Mode> outputs but it doesn't wait until IO generated by it finishes. Doesn't even wait for the delays specified in On<Mode> outputs to expire.
- OnScavengeMatchStart (in all games since
)
- Fired on the first map load of a scavenge match. Doesn't fire on round restarts.
- OnNavAnalyze (in all games since
)
- Fired when the map is loaded with -navanalyze on the command line.
Inputs
- PostSpawnActivate !FGD
- Fired internally right before On<Mode> outputs fire. Trying to fire this manually is not intended and game will crash
- PreRoundActivate !FGD
- Fired internally right before On<Mode>PostIO outputs fire.
- FireScavengeMatchStart !FGD
- Fired internally right before OnScavengeMapStart output fires.
Note:This fires shortly after OnGameplayStart of info_director is fired

Todo: What happens when preventing these to fire by returning false ?