Info gamemode: Difference between revisions
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Warning:None of these are intended to be fired manually. Furthermore firing PostSpawnActivate or PreRoundActivate crashes the game.
Idea:Vscripts Input[InputName] hook can be used on these.
Thunder4ik (talk | contribs) m (Unicodifying, replaced: See Also → See also, {{language subpage → {{langsp) |
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{{IO|OnScavengePostIO|Fired shortly after all scavenge items have been populated|since=L4D2}} | {{IO|OnScavengePostIO|Fired shortly after all scavenge items have been populated|since=L4D2}} | ||
::{{note|This doesn't mean item populating causes the output to be fired, mentioning item being populated just as a frame of reference}} | ::{{note|This doesn't mean item populating causes the output to be fired, mentioning item being populated just as a frame of reference}} | ||
::{{tip|Useful when wanting to spawn templated weapon_* entities and not have it affected by info_map_parameters densities {{confirm}} | ::{{tip|Useful when wanting to spawn templated weapon_* entities and not have it affected by info_map_parameters densities {{confirm}}}} | ||
::{{ModernConfusion|Description in FGD is not correct. This output does fire later than On<Mode> outputs but it doesn't wait until IO generated by it finishes. Doesn't even wait for the delays specified in On<Mode> outputs to expire.}} | ::{{ModernConfusion|Description in FGD is not correct. This output does fire later than On<Mode> outputs but it doesn't wait until IO generated by it finishes. Doesn't even wait for the delays specified in On<Mode> outputs to expire.}} | ||
Revision as of 03:52, 15 January 2024


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CInfoGameMode |

info_gamemode
is an e0 available in Left 4 Dead series. When a map is loaded, this entity can fire outputs depending on the current game mode. This allows the all game modes to be available in a single map instead of having separate maps for each game mode.
Outputs
- OnCoop
- OnVersus
- OnSurvival
- OnScavenge
- Fired when the map spawns in specified mode.
Note:OnCoop fires in realism
- OnCoopPostIO (in all games since
)
- OnVersusPostIO (in all games since
)
- OnSurvivalPostIO (in all games since
)
- OnScavengePostIO (in all games since
)
- Fired shortly after all scavenge items have been populated
Note:This doesn't mean item populating causes the output to be fired, mentioning item being populated just as a frame of reference
Tip:Useful when wanting to spawn templated weapon_* entities and not have it affected by info_map_parameters densities [confirm]
Risk of Confusion:Description in FGD is not correct. This output does fire later than On<Mode> outputs but it doesn't wait until IO generated by it finishes. Doesn't even wait for the delays specified in On<Mode> outputs to expire.
- OnScavengeMatchStart (in all games since
)
- Fired on the first map load of a scavenge match. Doesn't fire on round restarts.
Note:Fires shortly after OnGameplayStart of info_director is fired
- OnNavAnalyze (in all games since
)
- Fired when the map is loaded with -navanalyze on the command line.
Inputs
- PostSpawnActivate !FGD
- Fired internally and causes On<Mode> output to fire.
- PreRoundActivate !FGD
- Fired internally and causes On<Mode>PostIO output to fire.
- FireScavengeMatchStart !FGD
- Fired internally and causes OnScavengeMapStart output to fire.


Todo: What happens when preventing these to fire by returning false ?