Your First Left 4 Dead Map: Difference between revisions
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== | == Introduction == | ||
* <code>logic_choreographed_scene</code> | * <code>logic_choreographed_scene</code> | ||
* <code>point_viewcontrol_survivor</code> | * <code>point_viewcontrol_survivor</code> | ||
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== | == Spawn area == | ||
* <code>info_survivor_position</code> | * <code>info_survivor_position</code> | ||
* <code>weapon_first_aid_kit_spawn</code> | * <code>weapon_first_aid_kit_spawn</code> | ||
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* <code>info_director</code> | * <code>info_director</code> | ||
== Building the navigation mesh == | |||
== Item and | === Basic === | ||
This should only be used for testing. A nav mesh should be thoroughly examined and edited. | |||
:<code>nav_edit 1</code> | |||
:<code>nav_generate</code> | |||
:<code>nav_analyze</code> | |||
:<code>nav_edit 0</code> | |||
=== Advanced === | |||
:This tutorial does not cover advanced mesh creation. Please refer to [[Navigation Meshes]] | |||
== Item and weapon caches == | |||
Set spawn flags to randomize | Set spawn flags to randomize | ||
* <code>weapon_molotov_spawn</code> | * <code>weapon_molotov_spawn</code> | ||
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== Rescue | == Rescue closets == | ||
Bringing dead players back into the game. | Bringing dead players back into the game. | ||
* <code>info_survivor_rescue</code> | * <code>info_survivor_rescue</code> | ||
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== Panic | == Panic events == | ||
Triggering the info_director and summoning the horde. | Triggering the info_director and summoning the horde. | ||
* <code>info_game_event_proxy</code> | * <code>info_game_event_proxy</code> | ||
* <code>ambient_generic</code> | * <code>ambient_generic</code> | ||
* <code>logic_timer</code> | * <code>logic_timer</code> | ||
<br> | |||
* '''Examples''' | * '''Examples''' | ||
** Car alarms | ** Car alarms | ||
** Metal detectors | ** Metal detectors | ||
== Crescendo | == Crescendo events == | ||
Intermediate objectives | Intermediate objectives | ||
* <code>func_button</code> | * <code>func_button</code> | ||
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== Safe | == Safe houses == | ||
* <code>prop_door_rotating_checkpoint</code> | * <code>prop_door_rotating_checkpoint</code> | ||
== Changing | == Changing levels == | ||
* <code>info_landmark</code> | * <code>info_landmark</code> | ||
* <code>info_changelevel</code> | * <code>info_changelevel</code> | ||
== | == Finale == | ||
'''Work in progress''' | |||
== Notes == | == Notes == |
Revision as of 23:42, 28 November 2008
This tutorial will cover the basics of Left 4 Dead map creation. It will explain the required entities, such as the director, weapons, and spawns. It will also answer some of the questions that Left 4 Dead mappers will have. This tutorial is not intended for new mappers: Basic level construction is already covered in other topics.

Introduction
logic_choreographed_scene
point_viewcontrol_survivor
point_viewcontrol_multiplayer
env_fade
Spawn area
info_survivor_position
weapon_first_aid_kit_spawn
weapon_ammo_spawn
weapon_smg_spawn
weapon_pumpshotgun_spawn
The Director
Creating areas for the infected to spawn.
info_director
Basic
This should only be used for testing. A nav mesh should be thoroughly examined and edited.
nav_edit 1
nav_generate
nav_analyze
nav_edit 0
Advanced
- This tutorial does not cover advanced mesh creation. Please refer to Navigation Meshes
Item and weapon caches
Set spawn flags to randomize
weapon_molotov_spawn
weapon_pipe_bomb_spawn
weapon_pistol_spawn
weapon_pain_pills_spawn
weapon_ammo_spawn
weapon_smg_spawn
weapon_first_aid_kit_spawn
weapon_hunting_rifle_spawn
weapon_rifle_spawn
weapon_autoshotgun_spawn
weapon_pumpshotgun_spawn
Rescue closets
Bringing dead players back into the game.
info_survivor_rescue
rescueEyePos
Panic events
Triggering the info_director and summoning the horde.
info_game_event_proxy
ambient_generic
logic_timer
- Examples
- Car alarms
- Metal detectors
Crescendo events
Intermediate objectives
func_button
filter_activator_team
info_game_event_proxy
Safe houses
prop_door_rotating_checkpoint
Changing levels
info_landmark
info_changelevel
Finale
Work in progress
Notes
Doors
- Type: prop_door_rotating
- Frame Dimensions: width: 56, height: 104
- World Model: models/props_doors/doormainmetal01.mdl
FAQ
Common issues
- How do I make the infected spawn?
- Your map must have a info_director that is enabled.
- Why won't the survivor bots move?
- The most likely cause is a faulty or missing .nav file. See Navigation Meshes
- Why is the molotov fire / Smoker's smoke not visible in-game?
- (not answered)
- Why won't my rescue closets work?
- (not answered)
Error messages
- NAV ERRORS - Map is unplayable!
- Missing nav file.
- The nav file was built for an older compile.
- Missing Battlefield check found N areas
- WARN: CL4DBasePanel::UpdateProgressBar called outside of level loading, discarded!
- GetGoalArea: Cannot find SPAWN_RESCUE_CLOSET area in FINALE, thus cannot guarantee reachability of goal area.
- GetGoalArea: Cannot find end area - no checkpoint or finale located.
- ComputeFlowDistances: ERROR - Cannot compute flow.