List of L4D2 Entities: Difference between revisions

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m (→‎Function: move_linear --> movelinear)
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* [[weapon_rifle_ak47_spawn]] - A possible spawnpoint for AK-47's
* [[weapon_rifle_ak47_spawn]] - A possible spawnpoint for AK-47's
* [[weapon_rifle_desert_spawn]] - A possible spawnpoint for combat rifles
* [[weapon_rifle_desert_spawn]] - A possible spawnpoint for combat rifles
* [[weapon_rifle_m60_spawn]] - A possible spawnpoint for M60's (This has not been included in the official SDK yet)
* [[weapon_scavenge_item_spawn]] - A spawnpoint for a scavenge gas can
* [[weapon_scavenge_item_spawn]] - A spawnpoint for a scavenge gas can
* [[weapon_shotgun_chrome_spawn]] - A possible spawnpoint for chrome shotguns
* [[weapon_shotgun_chrome_spawn]] - A possible spawnpoint for chrome shotguns
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* [[weapon_vomitjar_spawn]] - A possible spawnpoint for bile bombs
* [[weapon_vomitjar_spawn]] - A possible spawnpoint for bile bombs
{{Note|Read [[L4D2 Level Design]]'s [[L4D2 Level Design/Weapon and Item Spawning|Weapon and Item Spawning]]}}
{{Note|Read [[L4D2 Level Design]]'s [[L4D2 Level Design/Weapon and Item Spawning|Weapon and Item Spawning]]}}
= Updated =
= Updated =



Revision as of 21:35, 1 June 2010

This page lists all entities which are new or updated in Left 4 Dead 2.

New

Environment

Filter

  • filter_health - Can filter based on the health of the activator, and wheter they have adrenaline active or not
  • filter_melee_damage - Can filter based on melee damage, and the type (all, slash or club)

Function

Information

Logic

Misc

Weapon/Upgrade Spawn

Note.pngNote:Read L4D2 Level Design's Weapon and Item Spawning

Updated

Environment

  • env_fog_controller - Has new entrys/inputs for settings such as Set2DSkyboxFactorLerpTo (Amount of fog to blend into 2d Skybox to lerp to)
  • env_tonemap_controller - Can now set TonemapPercentBrightPixels, and other settings.

Function

Information

  • info_director - Added many outputs to fully customize scavenge games, also includes scripting and journal support.
  • info_gamemode - Added additional game modes, added OnNavAnalyze output which is fired only when map is loaded with -navanalyse command line option set
  • info_particle_system - Added setting to allow forcing particles to always render infront of everything
  • info_survivor_position - Can now be tied to a specific gamemode, and given a specific intro to play

Misc

  • Worldspawn - Can now choose time of day (evening, midnight, etc..), music post-fix name (for Music soundscripts to reference), as well as starting music type (Mission Start, Check Point)
  • beam_spotlight - Added NoFog spawnflag.
  • sky_camera - Added additional options for customizating plane clipping offsets, etc
  • filter_activator_infected_class - Added the new special infected
  • logic_auto - Added 'OnDemoMapSpawn' output
  • postprocess_controller - Can now dynamically alter film grain and vignette strength

Point

  • point_hurt - Added additional damage type: "FULLGIB"
  • point_spotlight - Added option to set Halo size
  • point_viewcontrol_multiplayer - Updated with additional inputs, toggles, and most importantly it now supports 'Target Entity' to easily create simple smooth gliding intro animations without relying on custom model animations.

Prop

  • All props now have a 'Lag Compensation' toggle. (Use sparingly!)
  • prop_car_alarm - Added ability to enable/disable
  • prop_door_rotating - Added 'glow' option
  • prop_physics - Added OnHitByTank output, for creating custom events when a prop is punched by the tank.

Trigger

  • trigger_finale - Added types selection: "Standard" "Gauntlet" "Custom" "Scavenge", and a property to define max points for scavenge mode.
  • trigger_hurt - Added additional damage type: "FULLGIB", and the option to have it 'think' every frame instead of every half second. (Expensive!)
  • trigger_push - Added OnStartTouch output, and input SetMaxSpeed to allow setting the push speed dynamically