L4D2 Mission Files: Difference between revisions
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== File format == | == File format == | ||
{{collapse top|File Format}} {{codeblock|src=File format|lang=txt|<nowiki> | |||
"mission" | |||
{ | |||
"Name" "<name of the addon>" </nowiki>{{warning|Only {{wiki|Alphanumericals|Alphanumeric}} text. There should not be spaces in-between text.}}<nowiki> | |||
"Version" "<number>" </nowiki>{{tip|You can also do 1.1 / 1.01 / 1.012}}<nowiki> | |||
{{ | "Author" "<Your name or company name>" | ||
"Website" "<link to the addon>" | |||
"DisplayTitle" "<title name>" | |||
"Description" "<title desc>" | |||
"OuttroImage" "vgui\<name of the outro title e.g. OutroTitle_Deadline2>" | |||
"poster" | |||
{ | |||
"posterImage" "<loading screen image>" | |||
} | |||
"modes" | |||
{ | |||
"<mode type; e.g versus, survival; see below>" | |||
{ | |||
"1" | |||
{ | |||
"Map" "<map name>" | |||
"DisplayName" "<map title>" | |||
"Image" "maps/<image for the map>" | |||
} | |||
"2" | |||
{ | |||
"Map" "<map name>" | |||
"DisplayName" "<map title>" | |||
"Image" "maps/<image for the map>" | |||
} | |||
} | |||
"versus" | |||
{ | |||
"1" | |||
{ | |||
"Map" "<map name>" | |||
"DisplayName" "<map title>" | |||
"Image" "maps/<image for the map>" | |||
} | |||
"2" | |||
{ | |||
"Map" "<map name>" | |||
"DisplayName" "<map title>" | |||
"Image" "maps/<image for the map>" | |||
} | |||
} | |||
"survival" | |||
{ | |||
"1" | |||
{ | |||
"Map" "<map name>" | |||
"DisplayName" "<map title>" | |||
"Image" "maps/<image for the map>" | |||
} | |||
} | |||
"scavenge" | |||
{ | |||
"1" | |||
{ | |||
"Map" "<map name>" | |||
"DisplayName" "<map title>" | |||
"Image" "maps/<image for the map>" | |||
} | |||
} | |||
} | |||
} | |||
</nowiki>}} {{collapse bottom}} | |||
== Debugging == | == Debugging == |
Revision as of 05:13, 19 April 2024
Mission files are .txt files that are stored in the missions
directory, for example left4dead2\addons\deadline2\missions\mycampaign.txt
.
Limitations

Games
Left 4 Dead 2
Mission files are metadata scripts that describes the structure and content of a campaign. They are used by the game UI, matchmaking, and the game server.
File format
File Format
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DebuggingTo debug mission files the game needs to be started with the Base Mission FileThis is the most bare bones mission file, containing only the things you need. "mission" { "Name" "myCampaign" //For matchmaking system. Only letters A-Z and Numbers 0-9 allowed. "Version" "1" //For matchmaking system. Only Numbers 0-9 allowed. // Main Menu representation of Campaign. "DisplayTitle" "My Campaign!" "Description" "An epic tale of zombies getting shot in the head." "Author" "Me!" // Where to download the campaign. Seen by people trying to join a server playing this campaign. Not required for workshop submissions. "Website" "http://media.steampowered.com/apps/513/deadline2.html" // VMT shown behind the end credits when your campaign ends. MUST have "vgui/" at the front. "OuttroImage" "vgui/outroTitle_DeadCenter" // A list of melee weapons that are allowed to spawn in the campaign. // Custom melee weapons can be added by using the melee weapon script name in this list, such as "My_custom_melee.txt" at the end of this string. // Not having this line at all will make your maps load any melee weapons in the melee_manifest.txt, even if another mod adds more custom melee weapons. Unfortunately, this would then not allow you to ship custom melee weapons with the map, because those do not need a melee_manifest.txt and entirely rely on this very string to exist. Making the two options mutually exclusive. "meleeweapons" "baseball_bat;cricket_bat;crowbar;electric_guitar;fireaxe;frying_pan;golfclub;katana;knife;machete;pitchfork;shovel;tonfa;My_custom_melee" //these are all official melee weapon, plus one extra. // Which set of survivors should be used. 1 for L4D1, 2 for L4D2 "survivor_set" "2" // Other options. 0 = Off, 1 = on. "allow_cola" "0" // Allows the Dead Center cola bottles to spawn. "no_wpn_restore" "0" // On player wipe, don't keep any weapons. "no_female_boomers" "0" // Disables spawning of the Boomette. "no_cs_weapons" "0" // Disables spawning of the German version CS weapons. AS of the "The Last Stand" Css weapons are available for every version of the game. It is unsure if this string is still in use. "allow_diesel" "0" // Allows the Hard Rain Diesel cans to be used. // Loading screen poster settings. "poster" { // Loadingscreen. VMT must be placed in "materials/vgui/" "posterImage" "LoadingScreen_MyCampaign" // Square loadingscreen using 1024x1024, 2048x2048, ect ... texture resolution. For below 16:9 Aspect ratio "posterImage_widescreen" "LoadingScreen_MyCampaign_widescreen" // Rectangular loadingscreen using 1024x2048, 4096x2048, ect texture resolution. For above 16:9 Aspect ratio // If no dedicated textures were available, a square loadingscreen will be stretched on 16:9, while a rectangular texture will be squeezed on 4:3. "fullscreen" "1" // Fitts loading screen onto entire screen, resizing it if required. "l4d2_names" "1" // Use L4D2 survivor names on loadingscreen or not. "survivor_set" already handles this, making this seemingly useless. "character_order" "coach;mechanic;gambler;producer" //Order in which survivors appear on the bottom left of the loadingscreen. //"character_order" "biker;manager;teengirl;namvet" //Ditto, but L4D1 names. } "modes" { "coop" //Co-Op Game mode. { "1" { "Map" "my_map1" // BSP file name, without extension "DisplayName" "Map 1!" //Name seen on menu "Image" "maps/my_map1" //Thumbnail VMT file, must be saved in "materials\vgui\maps" } // Additional maps listed here, make sure to number them correctly. // "2" // { // "Map" "my_map2" // "DisplayName" "Map 2!" // "Image" "maps/my_map2" // } } } } Game ModesThe "modes" section defines what Game Modes your map(s) support. You may reuse the same bsp for multiple gamemodes, if it was compiled to allow it. See Multi Game Mode Support, Survival Gametype, Scavenge Maps and Mutation Gametype for more info. All maps must be listed in chronological order, but it does not matter which game mode is listed first. Example: "modes" { "coop" { "1" { "Map" "my_map1" "DisplayName" "Map 1!" "Image" "maps/my_map1" } "2" { "Map" "my_map2" "DisplayName" "Map 2!" "Image" "maps/my_map2" } } "versus" { "1" { "Map" "my_map1" "DisplayName" "Map 1!" "Image" "maps/my_map1" "VersusCompletionScore" "800" //This map awards max 800 points to the score when the saferoom is reached. } "2" { "Map" "my_map2" "DisplayName" "Map 2!" "Image" "maps/my_map2" "VersusCompletionScore" "1000" //This map is longer and rewards 1000 points. } } "survival" { "1" { // Uses my_map2.bsp, but because it is the first map in survival mode, it is listed as number 1. "Map" "my_map2" "DisplayName" "Parking Lot" //Fancy name because the survival play area is just the parking lot. "Image" "maps/my_map2" } } } Available Game ModesThese are all available gamemodes. Also showing what gamemode a mutation is based on, along with a description.
Mutations will automatically inherit map settings of whatever game mode the mutation is based on. unless otherwise specified "Versus" { "1" { "Map" "my_map1" "DisplayName" "Map 1!" "Image" "maps/my_map1" "VersusCompletionScore" "800" "versus_boss_spawning" { "tank_chance" "1" "witch_chance" "1" } } } "Mutation18" // Bleed Out Versus. Same as regular Versus, but with halfed Tank and Witch spawn chance to make it easier for survivors. { "1" { "Map" "my_map1" "DisplayName" "Map 1!" "Image" "maps/my_map1" "VersusCompletionScore" "800" "versus_boss_spawning" { "tank_chance" "0.5" "witch_chance" "0.5" } } } Optional Per-Map SettingsThe following settings can be added to any map listing in the missionfile, to make the settings only affect that specific map. Revisiting mapsSome maps, like in Hard Rain can be "Revisited". This allows you to keep all existing item spawns in the same locations, but all the ones you had used are now gone on the way back. ![]() Example: "1" { "Map" "my_map1" "DisplayName" "Map 1!" "Image" "maps/my_map1" "revisitable" "1" // Keep track of all used items on this map. We'll be coming back to this one. } "2" { "Map" "my_map2" "DisplayName" "Map 2!" "Image" "maps/my_map2" "revisit_source" "my_map1" // We're back, but going the other way. All items osed on the here specified maps will no longer be available. } Todo: Find out if it is possible to chain revisits. As in one "hub" map with tons of supplies, which start to dwindle as we progress.
Director JournalsThere's also a nice "Journal" feature the director has. It can be used to turn on a light on Map1 which will be still turned on on the way back. Or remembering what a logic_case entity picked at random, so on the way back the same thing will be picked. To set up a journal, add a logic_auto to your map with the following outputs: Any entity whose outputs need to be remembered, say a
The Relay01 turns on a light and then tells the director to write into its journal to trigger Relay01. Executing the journal on the way back, to have the director trigger everything he should, can be done using the
![]() ![]() Unfortunately, it seems as executing a journal deletes it, so you cannot execute it again on a later map. One way of fixing this is to create a new journal and then executing the previous journal afterwards. That way the outputs made by the director will be recorded into the new journal. But that also requires all the entities that have their outputs triggered to be present on all maps. This, effectively, creates journal "C4M2.To.C4M3" and executes "C4M1.To.C4M2" half a sefcond later. While "C4M1.To.C4M2" is executed it presses the buttons which have their own outputs of Swapping Special Infected ModelsWe have the ability to swap all Special Infected on a map with the same different model. Official campaigns use this to swap the Boomer, Hunter, Smoker and Tank on L4D1 maps with their L4D1 models.
Viewmodel
![]() Examples"The Sacrifice" replaces all tanks (which is only one on the map) with this version: "TankVariant" "models/infected/hulk_dlc3.mdl" "TankArmsVariant" "models/v_models/weapons/v_claw_hulk_dlc3.mdl" Replacing all Si with their available L4D1 counterparts: "TankVariant" "models/infected/hulk_l4d1.mdl" "HunterVariant" "models/infected/hunter_l4d1.mdl" "SmokerVariant" "models/infected/smoker_l4d1.mdl" "BoomerVariant" "models/infected/boomer_l4d1.mdl" "TankArmsVariant" "models/v_models/weapons/v_claw_hulk_L4D1.mdl" "HunterArmsVariant" "models/v_models/weapons/v_claw_hunter_l4d1.mdl" "SmokerArmsVariant" "models/v_models/weapons/v_claw_smoker_l4d1.mdl" "BoomerArmsVariant" "models/v_models/weapons/v_claw_boomer_l4d1.mdl" "The Passing" replaces the witch with one wearing a bridal dress: "WitchVariant" "models/infected/witch_bride.mdl" Completely custom models can also be made: "SpitterVariant" "models/infected/Custom_spitter.mdl" "SpitterArmsVariant" "models/v_models/weapons/Custom_spitter_viewmodel.mdl" Using Vscripts it is possible to swap out a model for a single spawnpoint on a map. However, the viewmodel hands will not match up correctly for the person playing as the infected in versus. Versus map settingsVersus maps allow optional modifications to alter the spawning of bosses. "versus_boss_spawning" { "spawn_pos_min" "0.10" // Todo|Properly document effects of this "spawn_pos_max" "0.90" // Todo|Properly document effects of this "allow_boss_mix" "1" // Todo|Properly document effects of this "witch_and_tank" "1"// Todo|Properly document effects of this "tank_chance" "1.0" // tank spawn chance multiplier. can be set to 0 to stop tank spawns "witch_chance" "1.0" // witch spawn chance multiplier. can be set to 0 to stop witch spawns } FilesExamplesThese are the mission files of Dead Line and Dead Line 2, example campaigns created by Valve. The full add-on and source files can be downloaded off a website hosted by Steam:![]() ![]() DeadlineThis is the mission metadata file included with the sample Deadline campaign. Feel free to use this as a template for the metadata while for your own custom campaign addons. Remember the URL in the Website key should point to the home website to your mission and have a download option there! Players who don't have your mission will be directed to this website to get it. // Mission files describe the metadata needed by campaign-specific add-ons so they can be // integrated into Left4Dead. The data in this file is used by the game UI, matchmaking and server. // Although you may provide multiple Campaigns in one add-on by putting more than one .TXT file // in the missions folder, it's generally a good idea to stick to one per add-on. // // HOW TO DEBUG MISSION FILES: // In the console set "developer 2" // Then type "mission_reload" // This will make the game reload all the mission files and print out every chapter for every mode it // finds. It's very useful to ensure that your mission file is being correctly read. "mission" { // Use a short name, since it is used as a tag on the servers for matching // your campaign when looking for a dedicated server. Generally it should // be something unique. One suggestion to is use your initials and a short // abbreviated name for your campaign. "Name" "DeadLine" // The version number is used when finding campaigns on dedicated servers // and in matchmaking. If you try to connect to someone in matchmaking // who has a newer version, you will be directed to download the new // version. You must increment this to the next integer (whole numbers)every // time you release an update. "Version" "3" // Author is displayed in the UI when people see others playing your // campaign. "Author" "Valve" // Website is extremely important as people will automatically be sent // to this URL if they try to join a friend running your campaign. This // should be the home page for your campaign and it should provide a // description, a link to download it, and installation instructions. "Website" "http://media.steampowered.com/apps/513/deadline.html" // This name is used when refering to the campaign in the UI. "DisplayTitle" "Dead Line" "Description" "Catch the last subway... out of hell." // Vmt shown behind the end credits when your campaign completes. // Note: This item needs to have "vgui\" at the front. It is assumed // for the poster and the map thumbnails. "OuttroImage" "vgui\OutroTitle_Deadline" // Loading poster data // // Note that "posterTitle" and "posterTagline" are often blank as // the poster usually includes these in the poster image itself. // If you do not provide a poster, a generic default will be used. "poster" { "posterImage" "LoadingScreen_DeadLine" "posterTitle" "" "posterTitle_y" "360" "posterTagline" "" "posterTagline_y" "372" // Adjust these to align the survivor names on your poster. // 0,0 is center of the poster. // Adjusting x value moves the names horizontally. // Adjusting y value moves the names vertically. // Try to space them in a staggered arrangement so that long names do not overlap. "bill_player_name_x" "118" "bill_player_name_y" "-195" "louis_player_name_x" "-53" "louis_player_name_y" "-205" "zoey_player_name_x" "-124" "zoey_player_name_y" "-210" "francis_player_name_x" "31" "francis_player_name_y" "-200" } // The modes section lists each of your campaign maps and each mode // they support. Depending on how you set up your campaign maps, // you can reuse the same bsp for different modes as is the case with // coop and versus in this example. This requires setting up entities // that show up or operate differently for different modes. // // The following modes are supported: "coop", "versus", "survival" // // Number each map section starting with "1" // // "Map" is the name of the bsp of the starting map. (do not include // an extension) // "DisplayName" is the name to use for the chapter of the map. // "Image" is the image used for the chapter in the lobby and // settings. "modes" { "coop" { "1" { "Map" "l4d_deadline01" "DisplayName" "Deadline 1" "Image" "maps/l4d_deadline" } "2" { "Map" "l4d_deadline02" "DisplayName" "Deadline 2" "Image" "maps/l4d_deadline" } } "versus" { "1" { "Map" "l4d_deadline02_vs" "DisplayName" "Deadline Versus" "Image" "maps/l4d_deadline" } } "survival" { "1" { "Map" "l4d_deadline02" "DisplayName" "Dead Line Survival" "Image" "maps/l4d_deadline" } } } } Deadline 2Note how the the mission "Name" does not have any special characters or spaces. // Mission files describe the metadata needed by campaign-specific add-ons so they can be // integrated into Left4Dead. The data in this file is used by the game UI, matchmaking and server. // Although you may provide multiple Campaigns in one add-on by putting more than one .TXT file // in the missions folder, it's generally a good idea to stick to one per add-on. // // HOW TO DEBUG MISSION FILES: // In the console set "developer 2" // Then type "mission_reload" // This will make the game reload all the mission files and print out every chapter for every mode it // finds. It's very useful to ensure that your mission file is being correctly read. "mission" { // Use a short name, since it is used as a tag on the servers for matching // your campaign when looking for a dedicated server. Generally it should // be something unique. One suggestion to is use your initials and a short // abbreviated name for your campaign. Avoid spaces and special characters. // Do not change the name when you create a revision, as the matchmaking // system will consider it a different campaign. Instead, use "Version" and // "DisplayTitle" below to indicate revisions. "Name" "DeadLine2" // The version number is used when finding campaigns on dedicated servers // and in matchmaking. If you try to connect to someone in matchmaking // who has a newer version, you will be directed to download the new // version. You must increment this to the next integer (whole numbers)every // time you release an update. (I.E. 1, 2, 3, 4, etc.) "Version" "1" // Author is displayed in the UI when people see others playing your // campaign. "Author" "Valve" // Website is extremely important as people will automatically be sent // to this URL if they try to join a friend running your campaign. This // should be the home page for your campaign and it should provide a // description, a link to download it, and installation instructions. "Website" "http://media.steampowered.com/apps/513/deadline2.html" // This name is used when referring to the campaign in the UI. "DisplayTitle" "Dead Line (2.0)" "Description" "Catch the last subway... out of hell... Again!" // Vmt shown behind the end credits when your campaign completes. // Note: This item needs to have "vgui\" at the front. It is assumed // for the poster and the map thumbnails. "OuttroImage" "vgui\OutroTitle_Deadline2" // Loading poster data // // Note that "posterTitle" and "posterTagline" are often blank as // the poster usually includes these in the poster image itself. // If you do not provide a poster, a generic default will be used. "poster" { "posterImage" "LoadingScreen_DeadLine2" //Note L4D2 does not position player names over the poster. } // The modes section lists each of your campaign maps and each mode // they support. Depending on how you set up your campaign maps, // you can reuse the same bsp for different modes as is the case with // coop and versus in this example. This requires setting up entities // that show up or operate differently for different modes. // // The following modes are supported: "coop", "versus", "survival" // // Number each map section starting with "1" // // "Map" is the name of the bsp of the starting map. (do not include // an extension) // "DisplayName" is the name to use for the chapter of the map. // "Image" is the image used for the chapter in the lobby and // settings. "modes" { "coop" { "1" { "Map" "l4d_deadline01" "DisplayName" "Deadline 1" "Image" "maps/l4d_deadline2" } "2" { "Map" "l4d_deadline02" "DisplayName" "Deadline 2" "Image" "maps/l4d_deadline2" } } "versus" { "1" { "Map" "l4d_deadline01" "DisplayName" "Deadline 1" "Image" "maps/l4d_deadline2" } "2" { "Map" "l4d_deadline02" "DisplayName" "Deadline 2" "Image" "maps/l4d_deadline2" } } "survival" { "1" { "Map" "l4d_deadline02" "DisplayName" "Dead Line Survival" "Image" "maps/l4d_deadline2" } } "scavenge" { "1" { "Map" "l4d_deadline02" "DisplayName" "Dead Line Scavenge" "Image" "maps/l4d_deadline2" } } } } See also
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