Info zombie border: Difference between revisions
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m (A little tidbit) |
(guess ill do the first move: Marking this obsolete since in my vscript test,infected doesn't seem to care if its in LOS of the back of this entity, or is anywhere considered behind of it) |
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{{stub}} | {{stub}}{{obsolete|entity=1}} | ||
{{l4d2 point|info_zombie_border}} Unknown what this entity does, but the official FGD vaguely describes that "No zombies will spawn behind this entity.". Attempting to put multiple entities of this, with all of their backs facing all 4 directions, appears that the infected will still use normal spawning behavior. | |||
{{l4d2 point|info_zombie_border}} No zombies will spawn behind this entity. | |||
It might be better to just use [[func_nav_blocker]] to block the only way to a preceding path out entirely so infected won't spawn or use the proper navigation mesh attributes from [[func_nav_attribute_region]] to manipulate infected spawning (like<code>OBSCURED</code>or<code>NO_MOBS</code>attributes,). | |||
== Keyvalues == | == Keyvalues == | ||
{{KV | {{KV BaseEntity|l4d2=1}} | ||
{{KV EnableDisable}} | {{KV EnableDisable}} | ||
== Inputs == | == Inputs == | ||
{{I | {{I BaseEntity|l4d2=1}} | ||
{{I EnableDisable}} | {{I EnableDisable}} | ||
== Outputs == | == Outputs == | ||
{{O | {{O BaseEntity|l4d=1}} | ||
==Uses in official maps== | ==Uses in official maps== | ||
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; c3m1_plankcountry | ; c3m1_plankcountry | ||
* Named as<code>no_zombies_east_river</code>. Placed at where the ferry stops at after when the survivors start it, with its back facing the other side of the river. | * Named as<code>no_zombies_east_river</code>. Placed at where the ferry stops at after when the survivors start it, with its back facing the other side of the river. | ||
** | ** Receives a<code>Disable</code>input when the ferry is started. |
Revision as of 22:38, 19 April 2021

This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
Template:L4d2 point Unknown what this entity does, but the official FGD vaguely describes that "No zombies will spawn behind this entity.". Attempting to put multiple entities of this, with all of their backs facing all 4 directions, appears that the infected will still use normal spawning behavior.
It might be better to just use func_nav_blocker to block the only way to a preceding path out entirely so infected won't spawn or use the proper navigation mesh attributes from func_nav_attribute_region to manipulate infected spawning (likeOBSCURED
orNO_MOBS
attributes,).
Keyvalues
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Outputs
Uses in official maps
The following maps use info_zombie_border.
- c3m1_plankcountry
- Named as
no_zombies_east_river
. Placed at where the ferry stops at after when the survivors start it, with its back facing the other side of the river.- Receives a
Disable
input when the ferry is started.
- Receives a