Info survivor position: Difference between revisions

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{{lang|info survivor position}}
{{lang|Info survivor position}}
{{l4d series point|info_survivor_position}} It defines 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 particular 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.
{{l4d series point|info_survivor_position}} It defines 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 particular 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.



Revision as of 18:11, 18 November 2022

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Template:L4d series point It defines 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 particular 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.

Icon-Bug.pngBug: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 ?]

Keyvalues

Order (Order) <integer>
Index of spot based on order people got on board. (1-4)
Survivor Name (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)
Survivor Concept (SurvivorConcept) <string>
Response rule concept to play when survivor is moved here
Hide Weapons (HideWeapons) <boolean>
Hide Survivor's weapon while locked to this position.
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

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.

Inputs

SetViewControl <stringRedirectInput/string>
If a survivor is assigned to this position, set his view to a point_viewcontrol

See also