Info survivor position: Difference between revisions
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Bug:Do not use logic_auto's onmapspawn input to trigger the info_director to force survivors to their info_survivor_position. The info_director will ignore the input depending on how the map is loaded. Instead, it is much more reliable to simply have the info_director call itself, triggering its own forcesurvivorposition and releasesurvivor position using the info_directors ongamestart input. [todo tested in ?]
ThaiGrocer (talk | contribs) mNo edit summary |
ThaiGrocer (talk | contribs) m (→Keyvalues) |
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*{{KV Origin}} | *{{KV Origin}} | ||
*'''Order''' | *'''Order''' | ||
:< | : ''Order'' <integer> Index of spot based on order people got on board. (1-4) | ||
*'''SurvivorName''' | *'''SurvivorName''' | ||
:<string> | : ''SurvivorName'' <string> Force this survivor to use this position (Zoey, Louis, etc.) | ||
*'''Survivor Intro Sequence''' | |||
: ''SurvivorIntroSequence'' <string> Sequence to play when the intro starts | |||
* '''Game Mode''' | |||
: ''GameMode'' <string> Use this position for a particular game mode only (coop,versus,survival,scavenge) | |||
== Outputs == | == Outputs == | ||
* '''OnKilled''' | * '''OnKilled''' |
Revision as of 08:25, 16 July 2010
Template:L4d point
Template:L4d2 point
Entity description
A point where specific survivors can be moved to and locked/unlocked in place by the info_director through the info_directors input/outputs. It is useful for creating introduction sequences that make use of cameras, as it allows you to guarantee where a survivor will not only be standing, but also allows you to use point_viewcontrol_survivor so that it can zoom in on a perticular suvivors head, regardless of the difference in height for each survivor. This is important for creating professional looking introduction sequences for the first map of your campaign.

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
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
- Origin:
- Origin (X Y Z) (origin) <origin>
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
- Order
- Order <integer> Index of spot based on order people got on board. (1-4)
- SurvivorName
- SurvivorName <string> Force this survivor to use this position (Zoey, Louis, etc.)
- Survivor Intro Sequence
- SurvivorIntroSequence <string> Sequence to play when the intro starts
- Game Mode
- GameMode <string> Use this position for a particular game mode only (coop,versus,survival,scavenge)
Outputs
- OnKilled
- Fires an output when this character dies.
Inputs
- SetViewControl
- <target_destination> Sets the camera for the associated survivor of the spawnpoint.