Info zombie border: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(based on feedback from a reader, I changed the description's phrasing)
m (grammar error)
Line 1: Line 1:
{{l4d2 point|info_zombie_border}} It prevents any infected of any kind to spawn behind it, so long they're not Player Controlled ones, and are actually A.I. controlled. If infected happens to be behind of it before it spawns in, or before its re-enabled, the infected will discard themselves by either deleting themselves or suiciding. Line of sight is not a necessary concern for this entity, but only if an infected's position would be considered as located behind this entity.
{{l4d2 point|info_zombie_border}} It prevents any infected of any kind to spawn behind it, so long they're not Player Controlled ones and are actually A.I. controlled. If infected does happen to be behind of this entity before it spawns in, or before its re-enabled, the infected will discard themselves by either deleting themselves or suiciding. Line of sight is not a concern for this entity, but only if an infected's position would be considered as located behind this entity.


Before using this, it might be wise to consult other alternative options are instead more efficient options first. Like if using [[func_nav_blocker]] to block out the only way to an undesired path out entirely, or applying attributes capable of manipulating infected spawning (like<code>OBSCURED</code>or<code>NO_MOBS</code>attributes) with [[func_nav_attribute_region]].
Before using this, it might be wise to consult other alternative options are instead more efficient options first. Like using [[func_nav_blocker]] to block out the only way to an undesired path out entirely, or applying attributes capable of manipulating infected spawning (like<code>OBSCURED</code>or<code>NO_MOBS</code>attributes) with [[func_nav_attribute_region]].


== Keyvalues ==
== Keyvalues ==

Revision as of 15:56, 21 April 2021

Template:L4d2 point It prevents any infected of any kind to spawn behind it, so long they're not Player Controlled ones and are actually A.I. controlled. If infected does happen to be behind of this entity before it spawns in, or before its re-enabled, the infected will discard themselves by either deleting themselves or suiciding. Line of sight is not a concern for this entity, but only if an infected's position would be considered as located behind this entity.

Before using this, it might be wise to consult other alternative options are instead more efficient options first. Like using func_nav_blocker to block out the only way to an undesired path out entirely, or applying attributes capable of manipulating infected spawning (likeOBSCUREDorNO_MOBSattributes) with func_nav_attribute_region.

Keyvalues

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

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 asno_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 aDisableinput when the ferry is started, allowing infected to spawn at the other side again.