info_survivor_position

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Revision as of 07:50, 25 July 2010 by ThaiGrocer (talk | contribs) (Thanks, TomEdwards!)
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Template:L4d series 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)

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
  • SetViewControl
<target_destination> Sets the camera for the associated survivor of the spawnpoint. If a survivor is assigned to this position, set his view to a point_viewcontrol.

Outputs

See also