Info map parameters (Left 4 Dead series): Difference between revisions
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Important:Use this input only for tweaking and not while running the map. It sets the director_scavenge_item_override cvar to 1 and it's not reset to default value in next map. Which means map that uses this may break item spawning in next chapter or even in different campaigns.
(its position in the world irrelevant so it's logical entity) |
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{{TabsBar|main=Info map parameters}} | {{TabsBar|main=Info map parameters}} | ||
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{{CD|CMapInfo}} | {{CD|CMapInfo}} | ||
{{this is a|logical entity|name=info_map_parameters|game=Left 4 Dead series}} | {{this is a|logical entity|name=info_map_parameters|game=Left 4 Dead series}} | ||
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<onlyinclude> | <onlyinclude> | ||
This entity determines the density of all item spawns and weapons spawned with [[weapon_spawn]]. It does '''not''' work on specific weapon spawnpoints such as [[weapon_rifle_spawn]]. If you want to control spawnpoints for specific guns, use [[weapon_spawn]] and force it to only spawn a specific gun. | This entity determines the density of all item spawns and weapons spawned with [[weapon_spawn]]. It does '''not''' work on specific weapon spawnpoints such as [[weapon_rifle_spawn]]. If you want to control spawnpoints for specific guns, use [[weapon_spawn]] and force it to only spawn a specific gun. |
Revision as of 18:38, 10 May 2025



This is a preserved entity.
If the game has round restart mechanics this entity may not behave as expected.
If the game has round restart mechanics this entity may not behave as expected.
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CMapInfo |
info_map_parameters
is a logical entity available in Left 4 Dead series.
This entity determines the density of all item spawns and weapons spawned with weapon_spawn. It does not work on specific weapon spawnpoints such as weapon_rifle_spawn. If you want to control spawnpoints for specific guns, use weapon_spawn and force it to only spawn a specific gun.
The item density is calculated per 100 square yards. Which is the eqivalent of a hammer cube with each side being 360 units long.
1 inch = 1 unit. 1 yard = 36 inches/units. 100 square yards = 10x10 yards (360x360 inches/units).
Todo: This need to be validated. The numbers were taken from different cases where hammer units were equated to real life measurements.
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
- Pain Pill density (PainPillDensity) <float>
- Pain Pill density per sq 100 yards
- Molotov density (MolotovDensity) <float>
- Molotov density per sq 100 yards
- Pipe Bomb density (PipeBombDensity) <float>
- Pipe Bomb density per sq 100 yards
- Pistol density (PistolDensity) <float>
- Pistol density per sq 100 yards
- Weapon density (WeaponDensity) <float> (only in
)
- Weapon (non-pistol) density per sq 100 yards
- Gas Can density (GasCanDensity) <float>
- Gas Can density per sq 100 yards
- Oxygen Tank density (OxygenTankDensity) <float>
- Oxygen Tank density per sq 100 yards
- Propane Tank density (PropaneTankDensity) <float>
- Propane Tank density per sq 100 yards
- Item Cluster Range (ItemClusterRange) <float>
- Scavenge items of the same kind that are this close to each other are considered a single 'cluster' for population purposes
Bug:Doesn't work in neither game. Value of cvar director_item_cluster_range is used instead which is by default 50. [todo tested in ?]
- Finale Item Cluster Count (FinaleItemClusterCount) <integer>
- How many clusters of items will be populated in the finale
- Ammo pile density (AmmoDensity) <float> (only in
)
- Ammo pile density per sq 100 yards
- Melee Weapon density (MeleeWeaponDensity) <float> (only in
)
- Melee Weapon density per sq 100 yards
- Adrenaline density (AdrenalineDensity) <float> (only in
)
- Adrenaline density per sq 100 yards
- Defibrillator density (DefibrillatorDensity) <float> (only in
)
- Defibrillator density per sq 100 yards
- Boomer Bile density (VomitJarDensity) <float> (only in
)
- Boomer Bile density per sq 100 yards
- Ammo upgrade density (UpgradepackDensity) <float> (only in
)
- Ammo upgrade pack density per sq 100 yards
- Super Weapon density (ChainsawDensity) <float> (only in
)
- Chainsaw, Grenade Launcher and M60 density per sq 100 yards
- Configurable Weapon Spawn density (ConfigurableWeaponDensity) <float> (only in
)
- Density for weapon_spawn entities, -1 to spawn all
- Configurable Weapon Cluster Range (ConfigurableWeaponClusterRange) <float> (only in
)
- weapon_spawn entities that are this close to each other are considered a single 'cluster' for population purposes
- Magnum Pistol Spawn density (MagnumDensity) <float> (only in
)
- Density for weapon_magnum_spawn entities, -1 to spawn all
Inputs
- UpdateCvars
- Stuff values from this entity into cvars for tweaking

ConCommands
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
director_solve_item_density | <int> | Pass the number of items you'd want in this map and this spits out the map density value. |
ConVars
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
director_scavenge_item_override | 0 | Override map-specified item densities with cvar values for tuning | |
director_adrenaline_density | 6.48 | Items per 100 yards square | |
director_ammo_density | 6.48 | Items per 100 yards square | |
director_configurable_weapon_spawn_density | -1.0 | Items per 100 yards square (-1 to spawn all) | |
director_defibrillator_density | 6.48 | Items per 100 yards square | |
director_gas_can_density | 6.48 | Items per 100 yards square | |
director_magnum_spawn_density | -1.0 | Items per 100 yards square (-1 to spawn all) | |
director_melee_weapon_density | 6.48 | Items per 100 yards square | |
director_molotov_density | 6.48 | Items per 100 yards square | |
director_oxygen_tank_density | 6.48 | Items per 100 yards square | |
director_pain_pill_density | 6.48 | Items per 100 yards square | |
director_pipe_bomb_density | 6.48 | Items per 100 yards square | |
director_pistol_density | 4 | Items per 100 yards square | |
director_propane_tank_density | 6.48 | Items per 100 yards square | |
director_super_weapon_density | 6.48 | Items per 100 yards square | |
director_upgradepack_density | 6.48 | Items per 100 yards square | |
director_vomitjar_density | 6.48 | Items per 100 yards square | |
director_finale_item_cluster_count | 3 | How many clusters of items will be populated in the finale | |
director_item_cluster_range | 50 | Scavenge items of the same kind that are this close to each other are considered a single 'cluster' for population purposes | |
director_weapon_cluster_range | 100 | Scavenge weapons within this range are selected to be of the same tier, and not contain duplicate types |