Info survivor position: Difference between revisions

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(swapped templates for modern counterparts, also slightly rewrote introduction.)
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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.
{{Entity|type=e0|info_survivor_position|series=Left 4 Dead}} It defines a point where specific survivors can be moved to and locked/unlocked in place by the {{ent|info_director}} through the info_directors input/outputs.<br>
 
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 pick any animation to play, and to use {{ent|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 cutscenes. Such as map intro and outro sequences.
{{bug|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.}}
{{ModernWarning|This is not a spawnpoint for survivors. It can be used as such if the locations are forced via <code>ForceSurvivorPosition</code>, but if that has not been set up, all players will spawn around {{ent|info_player_start}}!}}
{{ModernBug|Do not use {{ent|logic_auto|alt=logic_auto's}} <code>OnMapSpawninput</code> 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!<br>
Instead, have the info_director fire <code>ForceSurvivorPosition</code> via <code>OnGameStart</code> followed by a <code>ReleaseSurvivorPosition</code> 0.1 seconds later.}}


== Keyvalues ==
== Keyvalues ==

Revision as of 05:14, 25 April 2023

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Template:Entity 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 pick any animation to play, and 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 cutscenes. Such as map intro and outro sequences. Template:ModernWarning Template:ModernBug

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