Info survivor position: Difference between revisions

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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. }}
{{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. Using OnGameplayStart output of [[info_director]] is reliable for this in the first loaded map in the given session, but on level transition or when using changelevel command OnGameplayStart fires before player entities exist. }}


== Keyvalues ==
== Keyvalues ==

Revision as of 07:57, 2 September 2023

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C++ Class hierarchy
CSurvivorPosition
CBaseEntity

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

Icon-Important.pngImportant:For ForceSurvivorPosition input to have an effect player entities must exist which might not be the case when outputs like OnMapSpawn, OnCoop etc. are fired. Using OnGameplayStart output of info_director is reliable for this in the first loaded map in the given session, but on level transition or when using changelevel command OnGameplayStart fires before player entities exist.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
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 <targetnameRedirectInput/string>
If a survivor is assigned to this position, set his view to a point_viewcontrol

See also