Info survivor position

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Revision as of 20:02, 24 August 2023 by Nescius (talk | contribs) (-info)
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C++ Class hierarchy
CSurvivorPosition
CBaseEntity

Template:Entity It defines 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 pick any animation to play, and to use point_viewcontrol_survivor so that it can zoom in on a particular suvivors head, regardless of the difference in height for each survivor. This is important for creating professional looking cutscenes. Such as map intro and outro sequences. Template:ModernWarning

Icon-Important.pngImportant:For ForceSurvivorPosition input to have an effect player entities must exist which might not be the case when outputs like OnMapSpawn, OnCoop etc. are fired. Use OnGameplayStart output of info_director which is reliable for this.

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

Order (Order) <integer>
Index of spot based on order people got on board. (1-4)
Survivor Name (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)
Survivor Concept (SurvivorConcept) <string>
Response rule concept to play when survivor is moved here
Hide Weapons (HideWeapons) <boolean>
Hide Survivor's weapon while locked to this position.
Pitch Yaw Roll (Y Z X) (angles) <angles>
Eye angles that will be set for survivor teleported on this survivor position

Inputs

SetViewControl <targetnameRedirectInput/string>
If a survivor is assigned to this position, set his view to a point_viewcontrol

See also