Info survivor position: Difference between revisions

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(swapped templates for modern counterparts, also slightly rewrote introduction.)
(-added class hierarchy)
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{{lang|Info survivor position}}
{{lang|Info survivor position}}
{{CD|CSurvivorPosition}}
{{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>
{{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.
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.

Revision as of 11:17, 3 August 2023

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C++ Class hierarchy
CSurvivorPosition
CBaseEntity

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