Info survivor position
		
		
		
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|  Class hierarchy | 
|---|
| CSurvivorPosition | 
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
 Important:For
Important: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. Using OnGameplayStart output of info_director is reliable for this in the first loaded map in the given session, but on level transition or when using changelevel command OnGameplayStart fires before player entities exist. Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 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 Bug:Doesn't seem to work[confirm]. Not even used in any official map  [todo tested in ?] Bug:Doesn't seem to work[confirm]. Not even used in any official map  [todo tested in ?]
- 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 <targetname>
- If a survivor is assigned to this position, set his view to a point_viewcontrol
Related inputs of info_director
- ForceSurvivorPositions
- Make each survivor stand at an info_survivor_position.
 Note:Also hides HUD, except Survival and Scavenge specific HUD overlays. Note:Also hides HUD, except Survival and Scavenge specific HUD overlays.
- ReleaseSurvivorPositions
- Allow survivors to move freely again.
 Note:Also enables HUD again. Note:Also enables HUD again.
Related inputs of player
- TeleportToSurvivorPosition <targetname>
- Teleport a player to an info_survivor_position entity, then freezes them. To unfreeze them, use the ReleaseSurvivorPositionsinput from info_director or the player'sReleaseFromSurvivorPositioninput.
- ReleaseFromSurvivorPosition
- Unfreezes and releases the player from an info_survivor_position entity if they are at one.
Related inputs of trigger_finale
- FinaleEscapeForceSurvivorPositions
- Teleports the survivors to a set of info_survivor_position entities. Used to make the survivors stand still on the escape vehicle or hide them. Required for the credits/stats to correctly count who escaped and who died in the finale.

























