Left 4 Dead 2/Scripting/Director Scripts
Left 4 Dead 2 Director scripts are vscripts that are primarily used to influence the behavior of the AI Director. They are extensively used for custom finales and gauntlet events.
Usage
Director scripts typically contain a table named DirectorOptions, which contains variables that change up the decision making of the Director. They can be ran / stopped with the following inputs to the info_director entity:
- BeginScript <string >
- Run a Director script, and parse its DirectorOptions table once. If a Director script is already running and this input is called, the previous Director script automatically stops running.
- EndScript
- Ends the running script and resets the Director options to either the map's DirectorOption values, or the default settings.
- ScriptedPanicEvent <string >
- With the script name given it'll be ran as a Scripted Panic Event, which is like a mini finale, so the script should be structured as a finale script.

ScriptedPanicEvent
will not work if they are in a subdirectory under thevscripts
folder, even though you can use subdirectories in other script contexts. If they don't reside under the vscripts folder, they will simply act as a 1 stage 1 second delay Panic Event.There is too, a CDirector object for VScripts, which its extra functions can be paired for customizing your Director scripts.
General scripts and Onslaughts
Scripts launched with the BeginScript
Director input run until a different script is launched, or the script is manually ended with the EndScript
input. Unless new Director Options are set, the gameplay continues on as normally.
Onslaught events are created by manipulating the pacing and spawn limits of mobs and special infected.
c2m4_barns_onslaught.nut
(with annotations):
Msg("Initiating Onslaught\n");
DirectorOptions <-
{
// This turns off tanks and witches (when true).
ProhibitBosses = false
//LockTempo = true
// Sets the time between mob spawns. Mobs can only spawn when the pacing is in the BUILD_UP state.
MobSpawnMinTime = 1
MobSpawnMaxTime = 1
// How many zombies are in each mob.
MobMinSize = 30
MobMaxSize = 30
MobMaxPending = 30
// Modifies the length of the SUSTAIN_PEAK and RELAX states to shorten the time between mob spawns.
SustainPeakMinTime = 5
SustainPeakMaxTime = 10
IntensityRelaxThreshold = 0.99
RelaxMinInterval = 1
RelaxMaxInterval = 5
RelaxMaxFlowTravel = 50
//Special infected options
SpecialRespawnInterval = 1.0
SmokerLimit = 2
JockeyLimit = 0
BoomerLimit = 0
HunterLimit = 2
ChargerLimit = 1
// Valid spawn locations
PreferredMobDirection = SPAWN_NO_PREFERENCE
ZombieSpawnRange = 2000
}
Director.ResetMobTimer() // Sets the mob spawn timer to 0.
Director.PlayMegaMobWarningSounds() // Plays the incoming mob sound effect.
Finales and Scripted Panic Events
Finales and Scripted Panic Events consist of a number of different kind of stages set in DirectorOptions
.
The Director script for the finale is always loaded from <map name>_finale.nut
. Scripted panic events are initiated from the info_director ScriptedPanicEvent
input.

A stage can be one of 4 types (other values will break the finale and go right to ESCAPE):
- PANIC - A panic event, the value is the number of waves of infected.
- TANK - Spawn a tank(s), the value is the number of tanks to spawn.
- DELAY - A delay, the value is the number of seconds to wait before proceeding to the next stage.
- SCRIPTED (also called ONSLAUGHT) - The value should be the name of a VScript to call or "" (which will do nothing), any bad value here will crash you to the desktop. Your script is responsible for sending an
EndCustomScriptedStage
input to the director (a goal of your choice, like a certain trigger volume, timer, random value, etc.). trigger_finale inputAdvanceFinaleState
may also work. Otherwise, the onslaught will not end.
Bug:Sending an
EndCustomScriptedStage
input ends the Scripted Panic Event immediately. [todo tested in ?]Bug:After a Scripted Panic Events ends, the last stage of the event will repeat itself with the lowest valid value. So with PANIC and TANK stages, they will repeat once again with 1x spawn wave / spawn count, while for DELAY and SCRIPTED stages, nothing undesired will happen. [todo tested in ?]
An example custom finale script:
const ERROR = -1
const PANIC = 0
const TANK = 1
const DELAY = 2
const SCRIPTED = 3
DirectorOptions <-
{
//-----------------------------------------------------
A_CustomFinale_StageCount = 4 // Number of stages. Used for calculating the Versus score.
B_CustomFinale_StageCount = 4 // Number of stages for the alternate B finale type
A_CustomFinale1 = PANIC
A_CustomFinaleValue1 = 2 // Two panic waves.
A_CustomFinale2 = DELAY
A_CustomFinaleValue2 = 12 // Delay for twelve seconds in addition to stage delay.
A_CustomFinale3 = TANK
A_CustomFinaleValue3 = 3 // 3 tanks!
A_CustomFinale4 = DELAY
A_CustomFinaleValue4 = 6 // Wait some more... and its rescue for Finale Type A!
B_CustomFinale1 = SCRIPTED
B_CustomFinaleValue1 = "my_challenging_scripted_stage" // Start of with running a custom scripted stage using a separate script.
B_CustomFinale2 = DELAY
B_CustomFinaleValue2 = 15 // Wait 15 seconds.
B_CustomFinale3 = TANK
B_CustomFinaleValue3 = 1 // One more tank.
B_CustomFinale4 = DELAY
B_CustomFinaleValue4 = 10 // Wait ten seconds ... rescue for Finale Type B!
//-----------------------------------------------------
CommonLimit = 10
SpecialRespawnInterval = 25
}
function OnBeginCustomFinaleStage( num, type ) // This function is run at the beginning of every stage.
{
printl( "Beginning custom finale stage #" + num + " of type: " + type )
if( num != 1 && DirectorOptions.CommonLimit < 30 )
DirectorOptions.CommonLimit = num * 5 // Increase commons by 5 linearly with stages.
}
Adaptive Dramatic Pacing
Callbacks
float GetCustomScriptedStageProgress(float defvalue)
- Will be called during FINALE_CUSTOM_SCRIPTED stages. The function should return a value from 0-1 to indicate the completion percentage of the stage. The default time-based completion percentage is passed in as a parameter.
void OnBeginCustomFinaleStage(int num, int type)
- If defined, will be called on every stage change with the number, and type, this is how you would change director options between stages (spawn directions, etc).
num
refers to the finale stage number passed by the director andtype
is the stage type (PANIC, TANK, etc.).
function OnChangeFinaleMusic()
- Todo: confirm category/working
function OnChangeFinaleStage(?)
- Todo: confirm category/working
DirectorOptions
The DirectorOptions
table is used for overriding various Director variables that govern among other things, infected spawning, finale stages and more.

Information about some of the Director Options found in the Steam Forums.
Warning: The Fields interact a lot
- For instance, SpecialRespawnInterval is "how long after a special of type X dies can we spawn another one." Setting this fairly high (the default) makes a lot of sense in a flow based movement. Whereas if you are building a mutation where you stay in a single place, or where you want a ton of boomers, keeping it set high means that whenever you kill a boomer there will be a long wait until the Director is allowed to spawn a new one. So you'd want to set this value very low if your mod wants to do that.
- This brings up the main point: often things don't work as expected, because the DirectorOptions have been set in ways that conflict, causing unexpected behaviors. You can set 3 variables to get what you want, but a 4th may default to something that thwarts you. So it is worth learning about all the options, because it is very easy to over-constrain the Director. When you see odd behavior, think about what other variables and settings might be interfering with your plans.
Warning: NEVER use the = operator when trying to influence the director. Use <-. The difference is semantics. If you use =, it will throw an error if the table slot isn't defined (like if a previous script didn't define it). <-, on the other hand, will create the variable if it does not exist.

General
Name | Type | Default value | Description |
---|---|---|---|
AddToSpawnTimer
|
|||
AllowCrescendoEvents
|
bool | ||
AllowWitchesInCheckpoints
|
bool | ||
AlwaysAllowWanderers
|
bool | ||
BuildUpMinInterval
|
|||
ClearedWandererRespawnChance
|
int | Percent chance (0-100) that cleared nav areas will get re-populated with wanderers. | |
DisallowThreatType
|
int | Disallows boss types from being spawned in threat areas in coop mode. Valid flags are: ZOMBIE_WITCH, ZOMBIE_TANK
| |
FallenSurvivorPotentialQuantity
|
int | How many fallen survivors can spawn in total. Todo: Confirm if this still works (in all modes) and is not an obsolete key.
| |
FallenSurvivorSpawnChance
|
float | [0...1] Todo: Confirm if this still works (in all modes) and is not an obsolete key.
| |
FarAcquireRange
|
int | 2500 | The maximum range common infected can spot survivors. |
NearAcquireRange
|
int | 200 | The range where common infected can spot survivors in the least amount of time. |
FarAcquireTime
|
float | 5.0 | The time it takes for an infected to acquire the survivor after spotting them at maximum range. |
NearAcquireTime
|
float | 0.5 | The time it takes for an infected to acquire the survivor after spotting them at minimum range. |
GasCansOnBacks
|
bool | Puts the Hard Rain diesel cans on the survivors backs. | |
IgnoreNavThreatAreas
|
bool | Likely prevents bosses from spawning along the nav. Todo: confirm category/working
| |
InfectedFlags
|
int | Applies flags to newly spawned infected. Valid flags are: INFECTED_FLAG_CANT_SEE_SURVIVORS, INFECTED_FLAG_CANT_HEAR_SURVIVORS, INFECTED_FLAG_CANT_FEEL_SURVIVORS
| |
IntensityRelaxAllowWanderersThreshold
|
float | ||
IntensityRelaxThreshold
|
float | All survivors must be below this intensity before a Peak is allowed to switch to Relax (in addition to the normal peak timer) | |
JournalString
|
string | Todo: Used in holdout, seems to build some kind of table.
| |
LockTempo
|
bool | false | The horde spawning pacing consists of: BUILD_UP -> spawn horde -> SUSTAIN_PEAK -> RELAX -> BUILD_UP again. Setting LockTempo = true removes the "SUSTAIN_PEAK -> RELAX -> BUILD_UP" bit making your hordes spawn constantly without a delay. |
MobRechargeRate
|
int | Guessing it's the speed at which a mob regenerates (i.e. next mob). | |
MobSpawnMaxTime
|
int | 180-240 | Maximum time in seconds between mob spawns. Default value depends on difficulty. |
MobSpawnMinTime
|
int | 90-120 | Minimum time in seconds between mob spawns. Default value depends on difficulty. |
MusicDynamicMobScanStopSize
|
int | When fewer than this many of a mob are in play, the mob music stops. | |
MusicDynamicMobSpawnSize
|
int | 25 | Spawning a mob this large will play the mob music. |
MusicDynamicMobStopSize
|
int | When a mob gets to this size, the Director thinks about stopping the mob music. | |
NumReservedWanderers
|
int | The number of wandering infected that cannot be despawned for mobs. | |
NoMobSpawns
|
bool | false | Prevents new mobs from spawning. Does not reset the timer, and already pending infected still spawn. |
PanicForever
|
int | This seems to only work in gauntlets. | |
PausePanicWhenRelaxing
|
bool | Todo: confirm category/working
| |
PreferredMobDirection
|
int | Valid flags are: SPAWN_ABOVE_SURVIVORS, SPAWN_ANYWHERE, SPAWN_BEHIND_SURVIVORS, SPAWN_FAR_AWAY_FROM_SURVIVORS, SPAWN_IN_FRONT_OF_SURVIVORS, SPAWN_LARGE_VOLUME, SPAWN_NEAR_IT_VICTIM, SPAWN_NO_PREFERENCE
![]() SPAWN_NEAR_IT_VICTIM does not exist before a finale and will cause an error, so I'm assuming the director picks someone as IT when the finale starts.![]() SPAWN_LARGE_VOLUME is what makes infected be a considerable distance away, like on Dead Center finale. However.. for the technical people thinking its too vague, SPAWN_LARGE_VOLUME makes infected ignore variables that constraint their spawning behavior, like ZombieSpawnRange. This massive freedom given to the infected, unintentionally but also desirably, makes mobs split up to more than one spots per spawn, and also usually has them spawning quite a distance away when they can. | |
PreferredMobPosition
|
Vector | Todo: confirm category/working; used in dash
| |
PreferredMobPositionRange
|
int | Todo: confirm category/working; used in dash
| |
PreferredSpecialDirection
|
int | ![]() PreferredMobDirection appear to work, BUT the following have also been seen, it is unknown if it's just redundancy.
SPAWN_SPECIALS_ANYWHERE, SPAWN_SPECIALS_IN_FRONT_OF_SURVIVORS | |
ProhibitBosses
|
bool | false | Prohibits tanks and witches from being spawned by the Director. Campaign modes only. |
RelaxMaxFlowTravel
|
float | How far the survivors can advance along the flow before transitioning from RELAX to BUILD_UP. | |
RelaxMaxInterval
|
float | Maximum seconds to spend in the RELAX tempo. | |
RelaxMinInterval
|
float | Minimum seconds to spend in the RELAX tempo. | |
ShouldAllowMobsWithTank
|
bool | false | Whether to allow spawning of infected mobs (except Boomer / Bile Bomb spawned mobs) when a tank is in play. Campaign modes only. |
ShouldAllowSpecialsWithTank
|
bool | false | Whether to allow spawning of Special Infected when a tank is in play. Campaign modes only. |
ShouldConstrainLargeVolumeSpawn
|
bool | false | IfSPAWN_LARGE_VOLUME is used, it'll obey the restrictions imposed by the convarsz_large_volume_mob_too_far_xy andz_large_volume_mob_too_far_z .
|
ShouldIgnoreClearStateForSpawn
|
bool | Todo: confirm category/working
| |
SpawnBehindSurvivorsDistance
|
Appears to require PreferredSpecialDirection = SPAWN_BEHIND_SURVIVORS
| ||
SpecialInfectedAssault
|
bool | Todo: confirm category/working
| |
SpecialInitialSpawnDelayMax
|
float | 60.0 | Specials cannot spawn for this many time maximum after the survivors exited the saferoom. Campaign modes only. |
SpecialInitialSpawnDelayMin
|
float | 30.0 | Specials cannot spawn for this many time minimum after the survivors exited the saferoom. Campaign modes only. |
SpecialRespawnInterval
|
float | 45 in Campaign, 20 in Versus | Time in seconds before a Special Infected slot can respawn an infected. |
SurvivorMaxIncapacitatedCount
|
int | Maximum amount of survivor incapacitating before dying. | |
SustainPeakMaxTime
|
float | in minutes | |
SustainPeakMinTime
|
float | in minutes | |
TankHitDamageModifierCoop
|
float | 1.0 | Modifies the damage dealt by Tanks. |
TankRunSpawnDelay
|
float | 15 | in seconds (mutation19.nut Taaannnkk!) Todo: confirm category
|
TempHealthDecayRate
|
float | 0.27 | 0.27 is the pain_pills_decay_rate default, higher values equals quicker decay.
|
WanderingZombieDensityModifier
|
float | 1.0 | Multiplier for the amount of wandering infected. |
ZombieDiscardRange
|
int | 2500 | Any CI beyond this point will be deleted, while any AI-controlled SI will suicide. |
ZombieDontClear
|
|||
ZombieSpawnInFog
|
bool | false | Allows zombies to spawn in in line-of-sight of survivors in fogged areas. |
ZombieSpawnRange
|
float | Maximum distance from the survivors that the infected can spawn. | |
ZombieTankHealth
|
int | Sets the amount of health a tank spawns with. |
Spawning limits
Name | Type | Default value | Description |
---|---|---|---|
BileMobSize
|
int | Number of commons that spawn when a bile bomb is thrown or a survivor is hit by vomit. Only works if scripted mode is enabled, a custom finale is active, or a scavenge finale is active. Found in Dead Center and The Sacrifice finales. | |
BoomerLimit
|
int | 1 | Maximum number of Boomers allowed to be in play simultaneously. |
ChargerLimit
|
int | 1 | Maximum number of chargers allowed to be in play simultaneously. |
CommonLimit
|
int | 30 | Maximum number of commons allowed to be in play simultaneously. |
DominatorLimit
|
int | Maximum number of Hunters, Smokers, Jockeys and Chargers allowed to be in play simultaneously. | |
HunterLimit
|
int | 1 | Maximum number of Hunters allowed to be in play simultaneously. |
JockeyLimit
|
int | 1 | Maximum number of Jockeys allowed to be in play simultaneously. |
MaxSpecials
|
int | 2 | Maximum number of Director spawned Special Infected allowed to be in play simultaneously. |
MegaMobSize
|
int | The amount of total infected spawned during a panic event. | |
MobMaxPending
|
int | How many infected can be left pending to spawn when the mob size is larger than CommonLimit .
| |
MobMaxSize
|
int | 30 | Maximum amount of infected that can spawn in a mob. |
MobMinSize
|
int | 10 | Minimum amount of infected that can spawn in a mob. |
MobSpawnSize
|
int | Static amount of infected in a mob. Likely overrides MobMinSize and MobMinSize .
| |
PreTankMobMax
|
int | Todo: confirm category/working; possibly gauntlet finale specific
| |
SmokerLimit
|
bool | 1 | Maximum number of Smokers allowed to be in play simultaneously. |
SpitterLimit
|
int | 1 | Maximum number of Spitters allowed to be in play simultaneously. |
TankLimit
|
int | 1 | Maximum number of Tanks allowed to be in play simultaneously. |
WitchLimit
|
int | 1 | Maximum number of Witches allowed to be in play simultaneously.1 |
EMS Stage Specific
[Todo]
See L4D2_EMS/Appendix:_Spawning_Infected
Name | Type | Default value | Description |
---|---|---|---|
PanicSpecialsOnly
|
bool | The Panic should end when we finish with Specials, not wait for the MegaMob. | |
PanicWavePauseMax
|
float | Todo: confirm category/working
| |
PanicWavePauseMin
|
float | Todo: confirm category/working
| |
ScriptedStageType
|
int | The type of stage to run next. See L4D2_EMS/StageTypeAppendix for a description of stage types. | |
ScriptedStageValue
|
int | Dependant on the stage type. | |
SpawnDirectionCount
|
Todo: confirm category/working
| ||
SpawnDirectionMask
|
int | A bitfield (using SPAWNDIR_N, _NE, _E , etc) of directors to spawn from _relative to_ a map entity named Compass in your map. Designed for Survival-like game modes. See L4D2_EMS/Appendix:_Spawning_Infected.
| |
SpawnSetPosition
|
Vector | The center point of the area infected can spawn in, when SpawnSetRule is set to SPAWN_POSITIONAL .
| |
SpawnSetRadius
|
int | How far from the center point infected can spawn, when SpawnSetRule is set to SPAWN_POSITIONAL .
| |
SpawnSetRule
|
int | Overrides the mode of spawning used. Seems to be non-functional in finales. Valid flags are: SPAWN_ANYWHERE, SPAWN_FINALE, SPAWN_BATTLEFIELD, SPAWN_SURVIVORS, SPAWN_POSITIONAL
| |
TotalBoomers
|
int | Number of Boomers allowed in a wave. | |
TotalChargers
|
int | Number of Chargers allowed in a wave. | |
TotalHunters
|
int | Number of Hunters allowed in a wave. | |
TotalJockeys
|
int | Number of Jockeys allowed in a wave. | |
TotalSmokers
|
int | Number of Smokers allowed in a wave. | |
TotalSpecials
|
int | Total number of Special Infected allowed in a wave. | |
TotalSpitters
|
int | Number of Spitters allowed in a wave. |
- function
void g_ModeScript::GetNextStage()
- Called by the director when it wants a new stage. It can be forced with
Director.ForceNextStage()
Finale Specific/Related
A normal finale consists of X number of stages. Some variables in DirectorOptions can only be used during finales. Multiple staged events can be defined in the same script, with the Options starting with A_, B_, C_ etc.
Name | Type | Default value | Description |
---|---|---|---|
[A-Z]_CustomFinale_StageCount
|
int | Number of stages. Needs to be set for Versus scoring to function properly. | |
[A-Z]_CustomFinaleX
|
int | Stage type (enumerated PANIC, SCRIPTED (AKA ONSLAUGHT), DELAY, TANK), where X is the corresponding stage number. Usable in scripted panic events. | |
[A-Z]_CustomFinaleValueX
|
* | Value depends on the stage type above. Usable in scripted panic events. | |
[A-Z]_CustomFinaleMusicX
|
string | Soundscript entry to play. For instance, A_CustomFinaleMusic1 = "C2M5.BadManTank2" . Note, Dark Carnival - Concert finale does not use this method! It instead opted to use entities (ambient_music, math_counter and info_director) within the map instead for playing music. In the c2m5_concert_finale.nut , You can see lines such asA_CustomFinaleMusic4 = "" , suggesting that no song is played automatically via script.
| |
EnforceFinaleNavSpawnRules
|
bool | Possibly used to enforce the finale spawning behavior without running a finale. Todo: confirm category/working
| |
HordeEscapeCommonLimit
|
Number of commons allowed in the escape stage. | ||
EscapeSpawnTanks
|
bool | Whether to spawn tanks in the escape sequence. Todo: possibly EMS stage related
| |
MinimumStageTime
|
int | The minimum amount of time a SCRIPTED stage is allowed to run before ending. Unavailable for Scripted Panic Events when it should been, unfortunately. |
Gauntlet Specific/Related
These options are specific to Gauntlet finales. Most of these can be found in director_gauntlet.nut
Name | Type | Default value | Description |
---|---|---|---|
CustomTankKiteDistance
|
int | 3000 | Controls when Gauntlet's Tank should appear if a survivor reaches this far, in flow distance. |
- Movement Bonus related options
- The Movement Bonus successively increases the delay between hordes when the survivors are not making progress toward the Gauntlet goal. The Current Bonus value ticks down every second, allows a horde to spawn when it reaches 0. When a horde spawns the Current Bonus is reset to the Movement Bonus value. The Movement Bonus increases at set intervals, and is reset when the survivors cross the Movement Threshold, which is then incremented. Use
director_debug 1
to see the values.
Name | Type | Default value | Description |
---|---|---|---|
GauntletMovementThreshold
|
float | 500.0 | The amount of flow units the survivors can advance before the Movement Bonus is reset. |
GauntletMovementTimerLength
|
float | 5.0 | The interval between each Movement Bonus increase, in seconds. |
GauntletMovementBonus
|
float | 2.0 | The initial value, and the amount the movement Bonus increases each interval, in seconds. |
GauntletMovementBonusMax
|
float | 30.0 | The maximum value that the Movement Bonus can reach. |
Versus Specific
Name | Type | Default value | Description |
---|---|---|---|
TankHitDamageModifierVersus
|
float | 1.0 | |
ZombieGhostDelayMax
|
int | 30 | Maximum time in seconds until allowing player infected to respawn. |
ZombieGhostDelayMin
|
int | 20 | Minimum time in seconds until allowing player infected to respawn. |
Scavenge Specific/Related
Name | Type | Default value | Description |
---|---|---|---|
ScavengeClusterBonusTime
|
float | Todo: confirm category/working
| |
ScavengeRoundInitialTime
|
float | Todo: confirm category/working
| |
ScavengeScoreBonusTime
|
float | (used in mutation13.nut Follow the Liter) |
Survival Specific/Related
Name | Type | Default value | Description |
---|---|---|---|
SurvivalSetupTime
|
float | (Used in mutation15.nut for Survival Versus with setup time of 90 seconds) |
Mutation Specific/Related
Some of these values are mutation specific values of the global ones (cm_CommonLimit,cm_MaxSpecials, etc.), so use them if you are making a mutation, in case any map scripts are changing the global values.
Name | Type | Default value | Description |
---|---|---|---|
cm_AggressiveSpecials
|
bool | true | |
cm_AllowPillConversion
|
bool | true | Allows pills to be converted to health kits. |
cm_AllowSurvivorRescue
|
bool | ||
cm_AllowTeamSwap
|
bool | true | Allows swapping teams. ![]() |
cm_AutoReviveFromSpecialIncap
|
bool | false | Instantly revives a survivor when incapacitated by a Special Infected. ![]() |
cm_AutoSpawnInfectedGhosts
|
bool | ||
cm_BaseCommonAttackDamage
|
|||
cm_BaseSpecialLimit
|
int | ||
cm_CommonLimit
|
int | ||
cm_DominatorLimit
|
int | ||
cm_FirstManOut
|
int | false | Ends the escape when the first survivor reaches the escape vehicle. |
cm_frustrationTimer
|
|||
cm_HeadshotOnly
|
|||
cm_HealingGnome
|
|||
cm_InfiniteFuel
|
(mutation7.nut Chainsaw Massacre) | ||
cm_MaxSpecials
|
|||
cm_NoRescueClosets
|
|||
cm_NoSurvivorBots
|
|||
cm_ProhibitBosses
|
|||
cm_ShouldEscortHumanPlayers
|
|||
cm_ShouldHurry
|
|||
cm_SingleScavengeCluster
|
Used for scavenge cans to spawn one-by-one. | ||
cm_SpecialRespawnInterval
|
|||
cm_SpecialSlotCountdownTime
|
|||
cm_SpecialsRetreatToCover
|
|||
cm_TankLimit
|
|||
cm_TankRun
|
Used in Taaank! mutation (mutation19.nut). | ||
cm_TempHealthOnly
|
|||
cm_VIPTarget
|
|||
cm_WanderingZombieDensityModifier
|
|||
cm_WitchLimit
|
Defunct options
These don't seem to be read by the director.
Name | Type | Default value | Description |
---|---|---|---|
ActiveChallenge
|
bool | false | Activates mutation mode. Seems to be obsolete with the EMS update. |
MegaMobMaxSize
|
int | Maximum amount of total infected spawned during a panic event. Doesn't work 2014.04.29 | |
MegaMobMinSize
|
int | Minimum amount of total infected spawned during a panic event. Doesn't work 2014.04.29 |
Hook Functions
These functions are placed in the DirectorOptions table, and get called at map load.
Function | Signature | Description |
---|---|---|
AllowFallenSurvivorItem
|
bool AllowFallenSurvivorItem(string classname)
|
Returns true or false if Fallen Survivors are allowed to carry the given classname. |
AllowWeaponSpawn
|
bool AllowWeaponSpawn(string classname)
|
Returns true or false if the given classname is allowed to spawn, used by several mutations. |
ConvertWeaponSpawn
|
string ConvertWeaponSpawn(string classname)
|
Converts a weapon spawn of given classname to another, used by several mutations. |
ConvertZombieClass
|
int ConvertZombieClass(infectedClass)
|
Converts one spawn into another, used by the Taaannnk!! mutation (mutation19.nut). |
GetDefaultItem
|
string GetDefaultItem(index)
|
Repeatedly called with incrementing indices. Return a string of a weapon name to make it a default item for survivors, or 0 to end the iteration. |
ShouldAvoidItem
|
bool ShouldAvoidItem(string classname)
|
Todo: Probably a bot related function or spawn related
|
ShouldPlayBossMusic
|
bool ShouldPlayBossMusic(index)
|
Returns true or false if the music index is allowed to play. |
Enumerations
- Director Enumerations
Note:These are (or some are) script specific, hence the duplicate values.
- ALLOW_BASH_ALL = 0
- ALLOW_BASH_NONE = 2
- ALLOW_BASH_PUSHONLY = 1
- BOT_CANT_FEEL = 4
- BOT_CANT_HEAR = 2
- BOT_CANT_SEE = 1
- BOT_CMD_ATTACK = 0
- BOT_CMD_MOVE = 1
- BOT_CMD_RESET = 3
- BOT_CMD_RETREAT = 2
- BOT_QUERY_NOTARGET = 1
- DMG_BLAST = 64
- DMG_BLAST_SURFACE = 134217728
- DMG_BUCKSHOT = 536870912
- DMG_BULLET = 2
- DMG_BURN = 8
- DMG_HEADSHOT = 1073741824
- DMG_MELEE = 2097152
- DMG_STUMBLE = 33554432
- FINALE_CUSTOM_CLEAROUT = 11
- FINALE_CUSTOM_DELAY = 10
- FINALE_CUSTOM_PANIC = 7
- FINALE_CUSTOM_SCRIPTED = 9
- FINALE_CUSTOM_TANK = 8
- FINALE_FINAL_BOSS = 5
- FINALE_GAUNTLET_1 = 0
- FINALE_GAUNTLET_2 = 3
- FINALE_GAUNTLET_BOSS = 16
- FINALE_GAUNTLET_BOSS_INCOMING = 15
- FINALE_GAUNTLET_ESCAPE = 17
- FINALE_GAUNTLET_HORDE = 13
- FINALE_GAUNTLET_HORDE_BONUSTIME = 14
- FINALE_GAUNTLET_START = 12
- FINALE_HALFTIME_BOSS = 2
- FINALE_HORDE_ATTACK_1 = 1
- FINALE_HORDE_ATTACK_2 = 4
- FINALE_HORDE_ESCAPE = 6
- HUD_FAR_LEFT = 7
- HUD_FAR_RIGHT = 8
- HUD_FLAG_ALIGN_CENTER = 512
- HUD_FLAG_ALIGN_LEFT = 256
- HUD_FLAG_ALIGN_RIGHT = 768
- HUD_FLAG_ALLOWNEGTIMER = 128
- HUD_FLAG_AS_TIME = 16
- HUD_FLAG_BEEP = 4
- HUD_FLAG_BLINK = 8
- HUD_FLAG_COUNTDOWN_WARN = 32
- HUD_FLAG_NOBG = 64
- HUD_FLAG_NOTVISIBLE = 16384
- HUD_FLAG_POSTSTR = 2
- HUD_FLAG_PRESTR = 1
- HUD_FLAG_TEAM_INFECTED = 2048
- HUD_FLAG_TEAM_MASK = 3072
- HUD_FLAG_TEAM_SURVIVORS = 1024
- HUD_LEFT_BOT = 1
- HUD_LEFT_TOP = 0
- HUD_MID_BOT = 3
- HUD_MID_BOX = 9
- HUD_MID_TOP = 2
- HUD_PRINTNOTIFY = 1
- HUD_PRINTCONSOLE = 2
- HUD_PRINTTALK = 3
- HUD_PRINTCENTER = 4
- HUD_RIGHT_BOT = 5
- HUD_RIGHT_TOP = 4
- HUD_SCORE_1 = 11
- HUD_SCORE_2 = 12
- HUD_SCORE_3 = 13
- HUD_SCORE_4 = 14
- HUD_SCORE_TITLE = 10
- HUD_SPECIAL_COOLDOWN = 4
- HUD_SPECIAL_MAPNAME = 6
- HUD_SPECIAL_MODENAME = 7
- HUD_SPECIAL_ROUNDTIME = 5
- HUD_SPECIAL_TIMER0 = 0
- HUD_SPECIAL_TIMER1 = 1
- HUD_SPECIAL_TIMER2 = 2
- HUD_SPECIAL_TIMER3 = 3
- HUD_TICKER = 6
- INFECTED_FLAG_CANT_FEEL_SURVIVORS = 32768
- INFECTED_FLAG_CANT_HEAR_SURVIVORS = 16384
- INFECTED_FLAG_CANT_SEE_SURVIVORS = 8192
- IN_ATTACK = 1
- IN_ATTACK2 = 2048
- IN_BACK = 16
- IN_CANCEL = 64
- IN_DUCK = 4
- IN_FORWARD = 8
- IN_JUMP = 2
- IN_LEFT = 512
- IN_RELOAD = 8192
- IN_RIGHT = 1024
- IN_USE = 32
- SCRIPTED_SPAWN_BATTLEFIELD = 2
- SCRIPTED_SPAWN_FINALE = 0
- SCRIPTED_SPAWN_POSITIONAL = 3
- SCRIPTED_SPAWN_SURVIVORS = 1
- SCRIPT_SHUTDOWN_EXIT_GAME = 4
- SCRIPT_SHUTDOWN_LEVEL_TRANSITION = 3
- SCRIPT_SHUTDOWN_MANUAL = 0
- SCRIPT_SHUTDOWN_ROUND_RESTART = 1
- SCRIPT_SHUTDOWN_TEAM_SWAP = 2
- SPAWNDIR_E = 4
- SPAWNDIR_N = 1
- SPAWNDIR_NE = 2
- SPAWNDIR_NW = 128
- SPAWNDIR_S = 16
- SPAWNDIR_SE = 8
- SPAWNDIR_SW = 32
- SPAWNDIR_W = 64
- SPAWN_ABOVE_SURVIVORS = 6
- SPAWN_ANYWHERE = 0
- SPAWN_BATTLEFIELD = 2
- SPAWN_BEHIND_SURVIVORS = 1
- SPAWN_FAR_AWAY_FROM_SURVIVORS = 5
- SPAWN_FINALE = 0
- SPAWN_IN_FRONT_OF_SURVIVORS = 7
- SPAWN_LARGE_VOLUME = 9
- SPAWN_NEAR_IT_VICTIM = 2
- SPAWN_NEAR_POSITION = 10
- SPAWN_NO_PREFERENCE = -1
- SPAWN_POSITIONAL = 3
- SPAWN_SPECIALS_ANYWHERE = 4
- SPAWN_SPECIALS_IN_FRONT_OF_SURVIVORS = 3
- SPAWN_SURVIVORS = 1
- SPAWN_VERSUS_FINALE_DISTANCE = 8
- STAGE_CLEAROUT = 4
- STAGE_DELAY = 2
- STAGE_ESCAPE = 7
- STAGE_NONE = 9
- STAGE_PANIC = 0
- STAGE_RESULTS = 8
- STAGE_SETUP = 5
- STAGE_TANK = 1
- TIMER_COUNTDOWN = 2
- TIMER_COUNTUP = 1
- TIMER_DISABLE = 0
- TIMER_SET = 4
- TIMER_STOP = 3
- TRACE_MASK_ALL = -1
- TRACE_MASK_NPC_SOLID = 33701899
- TRACE_MASK_PLAYER_SOLID = 33636363
- TRACE_MASK_SHOT = 1174421507
- TRACE_MASK_VISIBLE_AND_NPCS = 33579137
- TRACE_MASK_VISION = 33579073
- UPGRADE_EXPLOSIVE_AMMO = 1
- UPGRADE_INCENDIARY_AMMO = 0
- UPGRADE_LASER_SIGHT = 2
- ZOMBIE_BOOMER = 2
- ZOMBIE_CHARGER = 6
- ZOMBIE_HUNTER = 3
- ZOMBIE_JOCKEY = 5
- ZOMBIE_NORMAL = 0
- ZOMBIE_SMOKER = 1
- ZOMBIE_SPITTER = 4
- ZOMBIE_TANK = 8
- ZOMBIE_WITCH = 7
- ZSPAWN_MOB = 10
- ZSPAWN_MUDMEN = 12
- ZSPAWN_WITCHBRIDE = 11