info_gamemode
		
		
		
		Jump to navigation
		Jump to search
		

 
|  Class hierarchy | 
|---|
| CInfoGameMode | 

info_gamemode  is a   logical entity  available in 
 Left 4 Dead series. When a map is loaded, this entity can fire outputs depending on the current base game mode. This allows the main base game modes to be available in a single map instead of having separate maps for each base game mode.
 Left 4 Dead series. When a map is loaded, this entity can fire outputs depending on the current base game mode. This allows the main base game modes to be available in a single map instead of having separate maps for each base game mode. 
 Note:This entity counts as an edict. There is also not much reason to use more than one per map as the entity can hold any number of outputs.
Note:This entity counts as an edict. There is also not much reason to use more than one per map as the entity can hold any number of outputs.Outputs
- OnCoop
- OnVersus
- OnSurvival
- OnScavenge
- Fired when the map spawns in specified base mode. Note:OnCoop fires in realism. Note:OnCoop fires in realism. Bug:Killing the info_gamemode itself in one of these outputs with 0 delay crashes the game.  (tested in: l4d2) Bug:Killing the info_gamemode itself in one of these outputs with 0 delay crashes the game.  (tested in: l4d2)
- OnScavengePostIO   (only in  ) )
- 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.
 Note:There are no outputs for other base game modes like dash, holdout and shootzones. Check
Note:There are no outputs for other base game modes like dash, holdout and shootzones. Check g_BaseMode instead for example.
- OnScavengeMatchStart   (only in  ) )
- 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.
Inputs
- PostSpawnActivate !FGD
- Called internally and causes On<Mode> output to fire. Warning:Crashes the game via infinite recursion if used by I/O system. Internally, it's called using the AcceptInput function which isn't exposed to vscript. Warning:Crashes the game via infinite recursion if used by I/O system. Internally, it's called using the AcceptInput function which isn't exposed to vscript.
- PreRoundActivate !FGD
- Called internally and causes On<Mode>PostIO output to fire.
- FireScavengeMatchStart !FGD
- Called internally and causes OnScavengeMapStart output to fire.
 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?























