Info map parameters (Left 4 Dead series): Difference between revisions
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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.
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{{CD|CMapInfo}} | {{CD|CMapInfo}} | ||
{{For|about=the Left 4 Dead series entity|the Counter-Strike series entity|[[info_map_parameters/Counter-Strike series]]}} | {{For|about=the Left 4 Dead series entity|the Counter-Strike series entity|[[info_map_parameters/Counter-Strike series]]}} | ||
<onlyinclude> | <onlyinclude> | ||
{{entity|info_map_parameters|type=e0|game=Left 4 Dead series}} | |||
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. | 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. | ||
Revision as of 03:15, 28 March 2023
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CMapInfo |
This article is about the Left 4 Dead series entity. For the Counter-Strike series entity, see info_map_parameters/Counter-Strike series.
Template:Entity 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
ortarget
).
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
)
- 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
Bug: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
)
- Ammo pile density per sq 100 yards
- Melee Weapon density (MeleeWeaponDensity) <float> (only in
)
- Melee Weapon density per sq 100 yards
- Adrenaline density (AdrenalineDensity) <float> (only in
)
- Adrenaline density per sq 100 yards
- Defibrillator density (DefibrillatorDensity) <float> (only in
)
- Defibrillator density per sq 100 yards
- Boomer Bile density (VomitJarDensity) <float> (only in
)
- Boomer Bile density per sq 100 yards
- Ammo upgrade density (UpgradepackDensity) <float> (only in
)
- Ammo upgrade pack density per sq 100 yards
- Super Weapon density (ChainsawDensity) <float> (only in
)
- Chainsaw, Grenade Launcher and M60 density per sq 100 yards
- Configurable Weapon Spawn density (ConfigurableWeaponDensity) <float> (only in
)
- Density for weapon_spawn entities, -1 to spawn all
- Configurable Weapon Cluster Range (ConfigurableWeaponClusterRange) <float> (only in
)
- 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
)
- Density for weapon_magnum_spawn entities, -1 to spawn all
Inputs
- UpdateCvars
- Stuff values from this entity into cvars for tweaking

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 |