Info map parameters (Left 4 Dead series): Difference between revisions

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(-added cvars and some information)
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{{KV|Oxygen Tank density|intn=OxygenTankDensity|float|Oxygen Tank density per sq 100 yards}}
{{KV|Oxygen Tank density|intn=OxygenTankDensity|float|Oxygen Tank density per sq 100 yards}}
{{KV|Propane Tank density|intn=PropaneTankDensity|float|Propane Tank density per sq 100 yards}}
{{KV|Propane Tank density|intn=PropaneTankDensity|float|Propane Tank density per sq 100 yards}}
{{KV|Item Cluster Range|intn=ItemClusterRange|float|Scavenge items of the same kind that are this close to each other are considered a single 'cluster' for population purposes{{bug|Doesn't work in both games}}}}
{{KV|Item Cluster Range|intn=ItemClusterRange|float|Scavenge items of the same kind that are this close to each other are considered a single 'cluster' for population purposes{{bug|Doesn't work in both games. Value of cvar director_item_cluster_range is used instead which is by default 50.}}}}
{{KV|Finale Item Cluster Count|intn=FinaleItemClusterCount|integer|How many clusters of items will be populated in the finale}}
{{KV|Finale Item Cluster Count|intn=FinaleItemClusterCount|integer|How many clusters of items will be populated in the finale}}
{{KV|Ammo pile density|intn=AmmoDensity|float|Ammo pile density per sq 100 yards|only=l4d2}}
{{KV|Ammo pile density|intn=AmmoDensity|float|Ammo pile density per sq 100 yards|only=l4d2}}
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==Inputs==
==Inputs==
{{IO|UpdateCvars|Stuff values from this entity into cvars for tweaking}}
{{IO|UpdateCvars|Stuff values from this entity into cvars for tweaking}}
{{important|Also sets the director_scavenge_item_override cvar to 1.}}
{{important|Use this input only for tweaking and not while running the map. It sets the director_scavenge_item_override cvar to 1 and it's not reset to default value in next map. Which means map that uses this may break item spawning in next chapter or even in different campaigns. }}
 
== ConCommands ==
{{varcom|start}}
{{varcom|director_solve_item_density|<int>||Pass the number of items you'd want in this map and this spits out the map density value.}}
{{varcom|end}}
 
== ConVars ==
{{varcom|start}}
{{varcom|director_scavenge_item_override|0||Override map-specified item densities with cvar values for tuning}}
{{varcom|director_adrenaline_density|6.48||Items per 100 yards square}}
{{varcom|director_ammo_density|6.48||Items per 100 yards square}}
{{varcom|director_configurable_weapon_spawn_density|-1.0||Items per 100 yards square (-1 to spawn all)}}
{{varcom|director_defibrillator_density|6.48||Items per 100 yards square}}
{{varcom|director_gas_can_density|6.48||Items per 100 yards square}}
{{varcom|director_magnum_spawn_density|-1.0||Items per 100 yards square (-1 to spawn all)}}
{{varcom|director_melee_weapon_density|6.48||Items per 100 yards square}}
{{varcom|director_molotov_density|6.48||Items per 100 yards square}}
{{varcom|director_oxygen_tank_density|6.48||Items per 100 yards square}}
{{varcom|director_pain_pill_density|6.48||Items per 100 yards square}}
{{varcom|director_pipe_bomb_density|6.48||Items per 100 yards square}}
{{varcom|director_pistol_density|4||Items per 100 yards square}}
{{varcom|director_propane_tank_density|6.48||Items per 100 yards square}}
{{varcom|director_super_weapon_density|6.48||Items per 100 yards square}}
{{varcom|director_upgradepack_density|6.48||Items per 100 yards square}}
{{varcom|director_vomitjar_density|6.48||Items per 100 yards square}}
{{varcom|director_finale_item_cluster_count|3||How many clusters of items will be populated in the finale}}
{{varcom|director_item_cluster_range|50||Scavenge items of the same kind that are this close to each other are considered a single 'cluster' for population purposes}}
{{varcom|director_weapon_cluster_range|100||Scavenge weapons within this range are selected to be of the same tier, and not contain duplicate types}}
{{varcom|end}}


==Useful console commands==
;<code>director_solve_item_density</code>
: Pass the number of items you'd want in this map and this spits out the map density value.
</onlyinclude>
</onlyinclude>
==See also==
==See also==
* [[info_map_parameters_versus]]
* [[info_map_parameters_versus]]

Revision as of 14:34, 12 November 2022

C++ Class hierarchy
CMapInfo
CPointEntity
CBaseEntity
This article is about the Left 4 Dead series entity. For the Counter-Strike series entity, see info_map_parameters/Counter-Strike series.

Template:L4d series point

This entity determines the density of all item spawns and weapons spawned with weapon_spawn. It does not work on specific weapon spawnpoints such as weapon_rifle_spawn. If you want to control spawnpoints for specific guns, use weapon_spawn and force it to only spawn a specific gun.

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

Pain Pill density (PainPillDensity) <float>
Pain Pill density per sq 100 yards
Molotov density (MolotovDensity) <float>
Molotov density per sq 100 yards
Pipe Bomb density (PipeBombDensity) <float>
Pipe Bomb density per sq 100 yards
Pistol density (PistolDensity) <float>
Pistol density per sq 100 yards
Weapon density (WeaponDensity) <float> (only in Left 4 Dead)
Weapon (non-pistol) density per sq 100 yards
Gas Can density (GasCanDensity) <float>
Gas Can density per sq 100 yards
Oxygen Tank density (OxygenTankDensity) <float>
Oxygen Tank density per sq 100 yards
Propane Tank density (PropaneTankDensity) <float>
Propane Tank density per sq 100 yards
Item Cluster Range (ItemClusterRange) <float>
Scavenge items of the same kind that are this close to each other are considered a single 'cluster' for population purposes
Icon-Bug.pngBug:Doesn't work in both games. Value of cvar director_item_cluster_range is used instead which is by default 50.  [todo tested in ?]
Finale Item Cluster Count (FinaleItemClusterCount) <integer>
How many clusters of items will be populated in the finale
Ammo pile density (AmmoDensity) <float> (only in Left 4 Dead 2)
Ammo pile density per sq 100 yards
Melee Weapon density (MeleeWeaponDensity) <float> (only in Left 4 Dead 2)
Melee Weapon density per sq 100 yards
Adrenaline density (AdrenalineDensity) <float> (only in Left 4 Dead 2)
Adrenaline density per sq 100 yards
Defibrillator density (DefibrillatorDensity) <float> (only in Left 4 Dead 2)
Defibrillator density per sq 100 yards
Boomer Bile density (VomitJarDensity) <float> (only in Left 4 Dead 2)
Boomer Bile density per sq 100 yards
Ammo upgrade density (UpgradepackDensity) <float> (only in Left 4 Dead 2)
Ammo upgrade pack density per sq 100 yards
Super Weapon density (ChainsawDensity) <float> (only in Left 4 Dead 2)
Chainsaw, Grenade Launcher and M60 density per sq 100 yards
Configurable Weapon Spawn density (ConfigurableWeaponDensity) <float> (only in Left 4 Dead 2)
Density for weapon_spawn entities, -1 to spawn all
Configurable Weapon Cluster Range (ConfigurableWeaponClusterRange) <float> (only in Left 4 Dead 2)
weapon_spawn entities that are this close to each other are considered a single 'cluster' for population purposes
Magnum Pistol Spawn density (MagnumDensity) <float> (only in Left 4 Dead 2)
Density for weapon_magnum_spawn entities, -1 to spawn all

Inputs

UpdateCvars
Stuff values from this entity into cvars for tweaking
Icon-Important.pngImportant:Use this input only for tweaking and not while running the map. It sets the director_scavenge_item_override cvar to 1 and it's not reset to default value in next map. Which means map that uses this may break item spawning in next chapter or even in different campaigns.

ConCommands

Cvar/Command Parameters or default value Descriptor Effect
director_solve_item_density <int> Pass the number of items you'd want in this map and this spits out the map density value.

ConVars

Cvar/Command Parameters or default value Descriptor Effect
director_scavenge_item_override 0 Override map-specified item densities with cvar values for tuning
director_adrenaline_density 6.48 Items per 100 yards square
director_ammo_density 6.48 Items per 100 yards square
director_configurable_weapon_spawn_density -1.0 Items per 100 yards square (-1 to spawn all)
director_defibrillator_density 6.48 Items per 100 yards square
director_gas_can_density 6.48 Items per 100 yards square
director_magnum_spawn_density -1.0 Items per 100 yards square (-1 to spawn all)
director_melee_weapon_density 6.48 Items per 100 yards square
director_molotov_density 6.48 Items per 100 yards square
director_oxygen_tank_density 6.48 Items per 100 yards square
director_pain_pill_density 6.48 Items per 100 yards square
director_pipe_bomb_density 6.48 Items per 100 yards square
director_pistol_density 4 Items per 100 yards square
director_propane_tank_density 6.48 Items per 100 yards square
director_super_weapon_density 6.48 Items per 100 yards square
director_upgradepack_density 6.48 Items per 100 yards square
director_vomitjar_density 6.48 Items per 100 yards square
director_finale_item_cluster_count 3 How many clusters of items will be populated in the finale
director_item_cluster_range 50 Scavenge items of the same kind that are this close to each other are considered a single 'cluster' for population purposes
director_weapon_cluster_range 100 Scavenge weapons within this range are selected to be of the same tier, and not contain duplicate types


See also