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

info_gamemode  is a   point entity  available in 
 Left 4 Dead series. When a map is loaded, this entity can fire outputs depending on the current game mode. This allows the all game modes to be available in a single map instead of having separate maps for each game mode.
 Left 4 Dead series. When a map is loaded, this entity can fire outputs depending on the current game mode. This allows the all game modes to be available in a single map instead of having separate maps for each 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 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.
 Bug*:On<mode> and On<mode>PostIO outputs simply check base gamemode to determine whether to fire. So if a mode file specifies something else than coop, realism, versus, scavenge, survival as its base none of them will fire
Bug*:On<mode> and On<mode>PostIO outputs simply check base gamemode to determine whether to fire. So if a mode file specifies something else than coop, realism, versus, scavenge, survival as its base none of them will fire
- 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 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 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 ?
 






















