Info survivor position: Difference between revisions
Jump to navigation
Jump to search
Important:For
(-added class hierarchy) |
(-info) |
||
Line 4: | Line 4: | ||
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 pick any animation to play, and to use {{ent|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 cutscenes. Such as map intro and outro sequences. | 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 pick any animation to play, and to use {{ent|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 cutscenes. Such as map intro and outro sequences. | ||
{{ModernWarning|This is not a spawnpoint for survivors. It can be used as such if the locations are forced via <code>ForceSurvivorPosition</code>, but if that has not been set up, all players will spawn around {{ent|info_player_start}}!}} | {{ModernWarning|This is not a spawnpoint for survivors. It can be used as such if the locations are forced via <code>ForceSurvivorPosition</code>, but if that has not been set up, all players will spawn around {{ent|info_player_start}}!}} | ||
{{ | {{Important|For <code>ForceSurvivorPosition</code> input to have an effect [[player/Left_4_Dead_series|player]] entities must exist which might not be the case when outputs like OnMapSpawn, OnCoop etc. are fired. Use OnGameplayStart output of [[info_director]] which is reliable for this. }} | ||
== Keyvalues == | == Keyvalues == | ||
{{KV Targetname}} | |||
{{KV|Order|intn=Order|integer|Index of spot based on order people got on board. (1-4)}} | {{KV|Order|intn=Order|integer|Index of spot based on order people got on board. (1-4)}} | ||
{{KV|Survivor Name|intn=SurvivorName|string|Force this survivor to use this position (Zoey, Louis, etc.)}} | {{KV|Survivor Name|intn=SurvivorName|string|Force this survivor to use this position (Zoey, Louis, etc.)}} | ||
Line 14: | Line 14: | ||
{{KV|Survivor Concept|intn=SurvivorConcept|string|Response rule concept to play when survivor is moved here}} | {{KV|Survivor Concept|intn=SurvivorConcept|string|Response rule concept to play when survivor is moved here}} | ||
{{KV|Hide Weapons|intn=HideWeapons|boolean|Hide Survivor's weapon while locked to this position.}} | {{KV|Hide Weapons|intn=HideWeapons|boolean|Hide Survivor's weapon while locked to this position.}} | ||
{{KV | {{KV|Pitch Yaw Roll (Y Z X)|intn=angles|angles|Eye angles that will be set for survivor teleported on this survivor position}} | ||
== Inputs == | == Inputs == | ||
{{IO|SetViewControl|If a survivor is assigned to this position, set his view to a point_viewcontrol|param= | {{IO|SetViewControl|If a survivor is assigned to this position, set his view to a point_viewcontrol|param=target}} | ||
== See also == | == See also == |
Revision as of 20:02, 24 August 2023
![]() |
---|
CSurvivorPosition |
Template:Entity 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 pick any animation to play, and 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 cutscenes. Such as map intro and outro sequences.
Template:ModernWarning

ForceSurvivorPosition
input to have an effect player entities must exist which might not be the case when outputs like OnMapSpawn, OnCoop etc. are fired. Use OnGameplayStart output of info_director which is reliable for this. Keyvalues
- 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
- 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.
- Pitch Yaw Roll (Y Z X) (angles) <angles>
- Eye angles that will be set for survivor teleported on this survivor position
Inputs
- SetViewControl <targetname >
- If a survivor is assigned to this position, set his view to a point_viewcontrol