Info survivor position: Difference between revisions
Jump to navigation
Jump to search
1416006136 (talk | contribs) mNo edit summary |
(swapped templates for modern counterparts, also slightly rewrote introduction.) |
||
Line 1: | Line 1: | ||
{{lang|Info survivor position}} | {{lang|Info survivor position}} | ||
{{ | {{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. | |||
{{ | {{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
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
ortarget
).
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 <string >
- If a survivor is assigned to this position, set his view to a point_viewcontrol