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.
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.
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

 
|  Class hierarchy | 
|---|
| 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.
 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 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 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]
 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. 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 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.
 Warning:None of these are intended to be fired manually. Furthermore firing PostSpawnActivate or PreRoundActivate crashes the game.
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.
Idea:Vscripts Input[InputName] hook can be used  on these. Todo:  What happens when preventing these to fire by returning false ?
 






















