Info director: Difference between revisions

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; {{l4d2 add|<code>BeginScript</code>}}
; {{l4d2 add|<code>BeginScript</code>}}
; {{l4d2 add|<code>EndScript</code>}}
; {{l4d2 add|<code>EndScript</code>}}
: {{sq}} Activate/deactivate a [[VScript]].
: {{sq}}Activate/deactivate a [[VScript]].
{{I Targetname}}
{{I Targetname}}



Revision as of 15:24, 29 April 2010

Template:L4d point
Template:L4d2 point

It is the notorious AI Director, and must exist in every L4D and L4D2 map for normal gameplay.

The director is almost entirely automated and only exists at design-time for the few situations in which other designer-placed entities need to communicate with it, such as for forcing survivors to their respective info_suvivor_position at the start of a campaign for camera intro sequences.

Template:L4d2 add can output the director's anger level, allowing a level designer to adjust the map according to how well the players are doing.

Caveats

Using the changelevel console command to restart the map will cause the director to ignore the forcesurvivorpositions input.
If you are restarting the map after a fresh compile using changelevel and you need to test out your intro sequence, use the kill console command afterwards to have the mission fail, this will cause the map to restart in a way that allows the info_director to use forcesurvivorpositions input, which will also allow your cameras to function.
logic_auto cannot trigger forcesurvivorpositions unless the map was freshly loaded from the game menu as a campaign, or is restarting after mission failure.
To get around this, have the director call forcesurvivorpositions and releasesurvivorpositions on itself using the ongamestart input. When your campaign is ready for release, you can safely change it back to using a logic_auto before final compilation if you wish, since players will be loading your campaign from the game menu.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Origin:

Origin (X Y Z) (origin) <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.

Inputs

StartIntro
Players are immune to damage while this is active. No mobs or SI will spawn.
FinishIntro
Players will now take damage. Mobs and SI can spawn given that the player is no longer standing in a nav square marked as PLAYER_START and/or CHECKPOINT.
ForceSurvivorPositions
ReleaseSurvivorPositions
Teleport / release the survivors from their starting positions and enable / disable movement.
PanicEvent
Force a panic event.
PanicEventControlled
Force a panic event that allows you to control how many waves of infected will spawn via the parameters string.
FireConceptToAny
Allows survivor dialogue to be triggered by map entities (e.g. No Mercy's elevator with parameter hospital04_path4)
Template:L4d2 add
Template:L4d2 add
SquirrelActivate/deactivate a VScript.


Outputs

OnGameplayStart
Fired when a map loads, all players join and gameplay begins.
OnPanicEventFinished
Fired when a panic event is finished.