Info gamemode: Difference between revisions
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Note:This entity counts as an edict. There is also not much reason to use more than one per map as the entity can hold any number of outputs.
Note:If base game mode of the played mode is something else than coop, realism, versus, scavenge or survival (for example in mutations like dash, holdout or shootzones) no output will fire.
Idea:Vscripts Input[InputName] hook can be used on these.
(It makes sense for it to be about the base game mode, so not a bug.) |
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-->{{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.}}|only={{l4d2}}}} | -->{{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.}}|only={{l4d2}}}} | ||
{{Note| | {{Note|If base [[mode file|game mode]] of the played mode is something else than coop, realism, versus, scavenge or survival (for example in mutations like dash, holdout or shootzones) no output will fire.}} | ||
{{O|OnScavengeMatchStart|Fired on the first map load of a scavenge match. Doesn't fire on round restarts.<!-- | {{O|OnScavengeMatchStart|Fired on the first map load of a scavenge match. Doesn't fire on round restarts.<!-- |
Revision as of 19:50, 12 October 2025


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CInfoGameMode |

info_gamemode
is a logical entity available in Left 4 Dead series. When a map is loaded, this entity can fire outputs depending on the current base game mode. This allows the main base game modes to be available in a single map instead of having separate maps for each base game mode.

Outputs
- OnCoop
- OnVersus
- OnSurvival
- OnScavenge
- Fired when the map spawns in specified base 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)
- OnScavengePostIO (only in
)
- 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 (only in
)
- 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.
Inputs
- PostSpawnActivate !FGD
- Called internally and causes On<Mode> output to fire.
Warning:Crashes the game via infinite recursion if used by I/O system. Internally, it's called using the AcceptInput function which isn't exposed to vscript.
- PreRoundActivate !FGD
- Called internally and causes On<Mode>PostIO output to fire.
- FireScavengeMatchStart !FGD
- Called internally and causes OnScavengeMapStart output to fire.

Todo: What happens when preventing these to fire by returning false?