Info infected zoo maker: Difference between revisions

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{{CD|CInfectedZooMaker}}
{{CD|CInfectedZooMaker}}
{{this is a|point entity|name=info_infected_zoo_maker|game=Left 4 Dead 2}} It was used during game development to spawn several rows of '''[[info_infected_zoo_puppet]]''' entities, until every single possible variation of CI model has been listed on the map, to test the texture and gibbing system.
{{this is a|point entity|name=info_infected_zoo_maker|game=Left 4 Dead 2}} It was used during game development to spawn several rows of '''[[info_infected_zoo_puppet]]''' entities, until every single possible variation of CI model has been listed on the map, to test the texture and gibbing system.
{{bug|This entity causes Survivor bots to disappear.}}
{{bug|hidetested=1|This entity causes Survivor bots to disappear.}}
{{bug|This entity will cause the game to crash. The "Last Stand" update added a lot of Common Infected variations for the {{l4d|2}} maps. These additional models were enough to be too many models drawn at once.<br>Adding closed [[areaportal]]s or [[occluder]]s in an attempt to draw fewer models will not help, because the crashes stem from all of the models being loaded into memory at once.}}
{{bug|hidetested=1|This entity will cause the game to crash. The "Last Stand" update added a lot of Common Infected variations for the {{l4d|2}} maps. These additional models were enough to be too many models drawn at once.<br>Adding closed [[areaportal]]s or [[occluder]]s in an attempt to draw fewer models will not help, because the crashes stem from all of the models being loaded into memory at once.}}


As a workaround to this crash, you may spawn specific infected via [[info_zombie_spawn]] while the cvar <code>nb_stop 1</code> is set, to spawn CI in T-pose. A map to do this same thing exists and can be found on the [https://steamcommunity.com/sharedfiles/filedetails/?id=2189396300 workshop]. Alternatively, you may use the cvar <code>"z_forcezombiemodel [[Left 4 Dead Infected Populations#List of Population-Supported Infected_Types|Infected name]]"</code> to force all infected spawned via <code>z_spawn</code> to use the zombie you want, while also using <code>nb_stop 1</code> to spawn them in T-pose. Use keybinds to make this easier.
As a workaround to this crash, you may spawn specific infected via [[info_zombie_spawn]] while the cvar <code>nb_stop 1</code> is set, to spawn CI in T-pose. A map to do this same thing exists and can be found on the [https://steamcommunity.com/sharedfiles/filedetails/?id=2189396300 workshop]. Alternatively, you may use the cvar <code>"z_forcezombiemodel [[Left 4 Dead Infected Populations#List of Population-Supported Infected_Types|Infected name]]"</code> to force all infected spawned via <code>z_spawn</code> to use the zombie you want, while also using <code>nb_stop 1</code> to spawn them in T-pose. Use keybinds to make this easier.

Latest revision as of 07:18, 20 May 2025

Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.
a picture showing the info_infected_zoo_puppet entities spawned by Info_infected_zoo_maker
C++ Class hierarchy
CInfectedZooMaker
CPointEntity
CBaseEntity

info_infected_zoo_maker is a point entity available in Left 4 Dead 2 Left 4 Dead 2. It was used during game development to spawn several rows of info_infected_zoo_puppet entities, until every single possible variation of CI model has been listed on the map, to test the texture and gibbing system.

Icon-Bug.pngBug:This entity causes Survivor bots to disappear.
Icon-Bug.pngBug:This entity will cause the game to crash. The "Last Stand" update added a lot of Common Infected variations for the Left 4 Dead Left 4 Dead maps. These additional models were enough to be too many models drawn at once.
Adding closed areaportals or occluders in an attempt to draw fewer models will not help, because the crashes stem from all of the models being loaded into memory at once.

As a workaround to this crash, you may spawn specific infected via info_zombie_spawn while the cvar nb_stop 1 is set, to spawn CI in T-pose. A map to do this same thing exists and can be found on the workshop. Alternatively, you may use the cvar "z_forcezombiemodel Infected name" to force all infected spawned via z_spawn to use the zombie you want, while also using nb_stop 1 to spawn them in T-pose. Use keybinds to make this easier.

See also