info_survivor_position

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Template:L4d point
Template:L4d2 point

Entity description

A point where specific survivors can be moved to and locked/unlocked in place by the info_director through the info_directors input/outputs. It is useful for creating introduction sequences that make use of cameras, as it allows you to guarantee where a survivor will not only be standing, but also allows you to use point_viewcontrol_survivor so that it can zoom in on a perticular suvivors head, regardless of the difference in height for each survivor. This is important for creating professional looking introduction sequences for the first map of your campaign.

Icon-Bug.pngBug:Do not use logic_auto's onmapspawn input to trigger the info_director to force survivors to their info_survivor_position. The info_director will ignore the input depending on how the map is loaded. Instead, it is much more reliable to simply have the info_director call itself, triggering its own forcesurvivorposition and releasesurvivor position using the info_directors ongamestart input.  [todo tested in ?]

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
  • Origin:
Origin (X Y Z) (origin) <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
  • Order
Order <integer> Index of spot based on order people got on board. (1-4)
  • SurvivorName
SurvivorName <string> Force this survivor to use this position (Zoey, Louis, etc.)
  • Survivor Intro Sequence
SurvivorIntroSequence <string> Sequence to play when the intro starts
  • Game Mode
GameMode <string> Use this position for a particular game mode only (coop,versus,survival,scavenge)

Outputs

  • OnKilled
Fires an output when this character dies.

Inputs

  • SetViewControl
<target_destination> Sets the camera for the associated survivor of the spawnpoint.