Info gamemode: Difference between revisions

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<!-- When this page is updated to {{langsp}} or {{langsp}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang|Info gamemode}}{{CD|CInfoGameMode}}
{{LanguageBar}}
{{CD|CInfoGameMode}}
{{this is a|point entity|sprite=1|name=info_gamemode|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}}
{{this is a|point entity|sprite=1|name=info_gamemode|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}}


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{{IO|OnScavenge|Fired when the map spawns in specified mode.  
{{IO|OnScavenge|Fired when the map spawns in specified mode.  
:{{note|OnCoop fires in realism}}
:{{note|OnCoop fires in realism}}
:{{bug|Killing the info_gamemode itself in one of these outputs with 0 delay crashes the game}}|in=L4D2}}
:{{bug|Killing the info_gamemode itself in one of these outputs with 0 delay crashes the game|tested=l4d2}}|in=L4D2}}


{{IO|OnCoopPostIO|since=L4D2}}
{{IO|OnCoopPostIO|since=L4D2}}
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:{{note|This doesn't mean item populating causes the output to be fired, mentioning item being populated just as a frame of reference}}
:{{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}}}}
:{{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.}}
:{{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.}}
{{bug|On<mode> and On<mode>PostIO outputs simply check base gamemode to determine whether to fire. So if a [[mode file]] specifies something else than coop, realism, versus, scavenge, survival as its base none of them will fire}} <!-- not sure if this warning should be on this page since it feels quite useless to whoever works with info_gamemode -->
{{bug!|On<mode> and On<mode>PostIO outputs simply check base gamemode to determine whether to fire. So if a [[mode file]] specifies something else than coop, realism, versus, scavenge, survival as its base none of them will fire}} <!-- not sure if this warning should be on this page since it feels quite useless to whoever works with info_gamemode -->


{{IO|OnScavengeMatchStart|Fired on the first map load of a scavenge match. Doesn't fire on round restarts. {{note|Fires shortly after OnGameplayStart of info_director is fired}}|since=L4D2}}
{{IO|OnScavengeMatchStart|Fired on the first map load of a scavenge match. Doesn't fire on round restarts. {{note|Fires shortly after OnGameplayStart of info_director is fired}}|since=L4D2}}
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{{IO|FireScavengeMatchStart|Fired internally and causes OnScavengeMapStart output to fire.|nofgd=1}}
{{IO|FireScavengeMatchStart|Fired internally and causes OnScavengeMapStart output to fire.|nofgd=1}}


{{Warning|None of these are intended to be fired manually. Furthermore firing PostSpawnActivate or PreRoundActivate crashes the game.}}
{{Idea|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 ?}} }}
{{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 14:43, 5 September 2024

English (en)Translate (Translate)
C++ Class hierarchy
CInfoGameMode
CBaseEntity
Info gamemode.png

info_gamemode is a point entity available in Left 4 Dead seriesLeft 4 Dead series Left 4 Dead series. 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.pngNote:OnCoop fires in realism
Icon-Bug.pngBug:Killing the info_gamemode itself in one of these outputs with 0 delay crashes the game  (tested in: l4d2)


OnCoopPostIO  (in all games since Left 4 Dead 2)
OnVersusPostIO  (in all games since Left 4 Dead 2)
OnSurvivalPostIO  (in all games since Left 4 Dead 2)
OnScavengePostIO  (in all games since Left 4 Dead 2)
Fired shortly after all scavenge items have been populated
Note.pngNote:This doesn't mean item populating causes the output to be fired, mentioning item being populated just as a frame of reference
Tip.pngTip:Useful when wanting to spawn templated weapon_* entities and not have it affected by info_map_parameters densities [confirm]
Warning.pngRisk 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.

Template:Bug!


OnScavengeMatchStart  (in all games since Left 4 Dead 2)
Fired on the first map load of a scavenge match. Doesn't fire on round restarts.
Note.pngNote:Fires shortly after OnGameplayStart of info_director is fired
OnNavAnalyze  (in all games since Left 4 Dead 2)
Fired when the map is loaded with -navanalyze on the command line.

Inputs

PostSpawnActivate  !FGD
Fired internally and causes On<Mode> output to fire.
PreRoundActivate  !FGD
Fired internally and causes On<Mode>PostIO output to fire.
FireScavengeMatchStart  !FGD
Fired internally and causes OnScavengeMapStart output to fire.
Tip.pngIdea:Vscripts Input[InputName] hook can be used on these.
Todo:  What happens when preventing these to fire by returning false ?

See also