Info infected zoo maker: Difference between revisions

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(rewrote the bug note as to why this entity crashes the model. Added note on how to work without this entity.)
(-added class hierarchy, lowercase title)
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[[File:Info infected zoo puppet.png|thumb|right|a picture showing the [[info_infected_zoo_puppet]] entities spawned by Info_infected_zoo_maker]]
[[File:Info infected zoo puppet.png|thumb|right|a picture showing the [[info_infected_zoo_puppet]] entities spawned by Info_infected_zoo_maker]]
{{l4d2 point|Info_infected_zoo_maker}} It was used during game development to spawn several rows of '''[[info_infected_zoo_puppet]]''' entities, until every single possible variation of CI model has been listed on the map, to test the texture and gibbing system.<br>
{{CD|CInfectedZooMaker}}
{{l4d2 point|info_infected_zoo_maker}} It was used during game development to spawn several rows of '''[[info_infected_zoo_puppet]]''' entities, until every single possible variation of CI model has been listed on the map, to test the texture and gibbing system.<br>
{{bug|This entity causes Survivor bots to disappear.}}
{{bug|This entity causes Survivor bots to disappear.}}
{{bug|This entity will cause the game to crash. The "Last Stand" update added a lot of Common Infected for the {{l4d|2}} maps. These additional models were enough to be too many models drawn at once.<br>Adding closed [[areaportal]]s or [[occluder]]s in an attempt to draw less models will not help, because the crashes stem from all of the models being loaded into memory at once.}}
{{bug|This entity will cause the game to crash. The "Last Stand" update added a lot of Common Infected for the {{l4d|2}} maps. These additional models were enough to be too many models drawn at once.<br>Adding closed [[areaportal]]s or [[occluder]]s in an attempt to draw less models will not help, because the crashes stem from all of the models being loaded into memory at once.}}
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As a workaround to this crash, you may spawn specific infected via [[info_zombie_spawn]] while the cvar <code>nb_stop 1</code> is set, to spawn CI in T-pose. A map to do this same thing exists and can be found on the [https://steamcommunity.com/sharedfiles/filedetails/?id=2189396300 workshop].<br>
As a workaround to this crash, you may spawn specific infected via [[info_zombie_spawn]] while the cvar <code>nb_stop 1</code> is set, to spawn CI in T-pose. A map to do this same thing exists and can be found on the [https://steamcommunity.com/sharedfiles/filedetails/?id=2189396300 workshop].<br>
Alternatively, you may use the cvar <code>"z_forcezombiemodel [[Left_4_Dead_Infected_Populations#List_of_Population-Supported_Infected_Types|Infected name]]"</code> to force all infected spawned via <code>z_spawn</code> to use the zombie you want, while also using  <code>nb_stop 1</code> to spawn them in T-pose. Use keybinds to make this easier.
Alternatively, you may use the cvar <code>"z_forcezombiemodel [[Left_4_Dead_Infected_Populations#List_of_Population-Supported_Infected_Types|Infected name]]"</code> to force all infected spawned via <code>z_spawn</code> to use the zombie you want, while also using  <code>nb_stop 1</code> to spawn them in T-pose. Use keybinds to make this easier.
== See Also ==
* [[info_infected_zoo_puppet]]

Revision as of 13:05, 21 November 2022

a picture showing the info_infected_zoo_puppet entities spawned by Info_infected_zoo_maker
C++ Class hierarchy
CInfectedZooMaker
CPointEntity
CBaseEntity

Template:L4d2 point It was used during game development to spawn several rows of info_infected_zoo_puppet entities, until every single possible variation of CI model has been listed on the map, to test the texture and gibbing system.

Icon-Bug.pngBug:This entity causes Survivor bots to disappear.  [todo tested in ?]
Icon-Bug.pngBug:This entity will cause the game to crash. The "Last Stand" update added a lot of Common Infected for the Left 4 Dead Left 4 Dead maps. These additional models were enough to be too many models drawn at once.
Adding closed areaportals or occluders in an attempt to draw less models will not help, because the crashes stem from all of the models being loaded into memory at once.  [todo tested in ?]

As a workaround to this crash, you may spawn specific infected via info_zombie_spawn while the cvar nb_stop 1 is set, to spawn CI in T-pose. A map to do this same thing exists and can be found on the workshop.
Alternatively, you may use the cvar "z_forcezombiemodel Infected name" to force all infected spawned via z_spawn to use the zombie you want, while also using nb_stop 1 to spawn them in T-pose. Use keybinds to make this easier.

See Also