Info gamemode: Difference between revisions
		
		
		
		
		
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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 
Idea:Vscripts Input[InputName] hook can be used  on these. 
		
	
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:{{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}}}}  | ||
:{{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.}}  | :{{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  | {{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}}  | ||
Revision as of 03:26, 6 September 2024
| CInfoGameMode | 

info_gamemode  is a   point entity  available in ![]()
 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:OnCoop fires in realism
Bug:Killing the info_gamemode itself in one of these outputs with 0 delay crashes the game  (tested in: l4d2)
- 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. 
Note:Fires shortly after OnGameplayStart of info_director is fired 
- OnNavAnalyze   (in all games since 
) - 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.
 
Todo:  What happens when preventing these to fire by returning false ?