info_map_parameters

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info_map_parameters is a point entity available in the following Source engine games:

Left 4 Dead Left 4 Dead , Left 4 Dead 2 Left 4 Dead 2 , Counter-Strike: Source Counter-Strike: Source , Counter-Strike: Global Offensive Counter-Strike: Global Offensive .

Entity description

This entity determines...

  • Counter-Strike: Source Counter-Strike: Global Offensive the C4 explosion radius and the teams that are allowed to buy.
  • Counter-Strike: Global Offensive whether info_deathmatch_spawn entities shall be generated across the map, whether they are used as spawn points in the Deathmatch gamemode and the bots' maximum vision distance.
  • Left 4 Dead Left 4 Dead 2 the density of weapon_spawn and weapon_item_spawn spawns. Does not work on specific spawnpoints such as weapon_rifle_spawn. If you want to control spawnpoints for specific guns, use weapon_spawn and force it to only spawn a specific gun.

Keyvalues

Targetname:

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since Left 4 Dead 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function (thinkfunction) <string> (in all games since Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note.png Note: Try to avoid expensive operations in this function, as it may cause performance problems.

Angles:

Pitch Yaw Roll (Y Z X) (angles) <angle>
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.

Counter-Strike: Source / Counter-Strike: Global Offensive

Team that can buy (buying) <choices>
Defines which teams can buy weapons. 0: Everyone, 1: CTs, 2: Ts, 3: Nobody.
C4 Explosion Radius (bombradius) <integer>
Overrides the default radius of the explosion when the C4 bomb explodes. Max range is 2048. Default is 500.
Pet Population (petpopulation) <float> (only in Counter-Strike: Global Offensive)
Determines the target population of pets (chicken).
Note.png Note: Chickens won't spawn automatically unless the map has a Navigation Mesh.
Use Normal Spawns in Deathmatch? (usenormalspawnsfordm) <choices> (only in Counter-Strike: Global Offensive)
Set to Yes if the map should use only the spawn points info_player_terrorist and info_player_counterterrorist instead of info_deathmatch_spawns for Deathmatch.
Disable Autogenerated DM Spawns? (disableautogenerateddmspawns) <choices> (only in Counter-Strike: Global Offensive)
Set to Yes if you don't want the engine to generate info_deathmatch_spawns.
Bot Max Vision Distance (botmaxvisiondistance) <float> (only in Counter-Strike: Global Offensive)
Sets the maximum distance bots can see enemies. Default is -1, unlimited.
Fade Player Visibility Far Z (fadeplayervisibilityfarz) <boolean> (only in Counter-Strike: Global Offensive)
Fade player visibility beyond far z distance.

Left 4 Dead / Left 4 Dead 2

Pain Pill density <float>
Pain Pill density per sq 100 yards
Molotov density <float>
Molotov density per sq 100 yards
Pipe Bomb density <float>
Pipe Bomb density per sq 100 yards
Pistol density <float>
Pistol density per sq 100 yards
Weapon density <float>
Weapon (non-pistol) density per sq 100 yards (Left 4 Dead only)
Gas Can density <float>
Gas Can density per sq 100 yards
Oxygen Tank density <float>
Oxygen Tank density per sq 100 yards
Propane Tank density <float>
Propane Tank density per sq 100 yards
Item Cluster Range <float>
Scavenge items of the same kind that are this close to each other are considered a single 'cluster' for population purposes
Finale Item Cluster Count <integer>
How many clusters of items will be populated in the finale
Ammo pile density <float> (in all games since Left 4 Dead 2)
Ammo pile density per sq 100 yards
Melee Weapon density <float> (in all games since Left 4 Dead 2)
Melee Weapon density per sq 100 yards
Adrenaline density <float> (in all games since Left 4 Dead 2)
Adrenaline density per sq 100 yards
Defibrillator density <float> (in all games since Left 4 Dead 2)
Defibrillator density per sq 100 yards
Boomer Bile density <float> (in all games since Left 4 Dead 2)
Boomer Bile density per sq 100 yards
Ammo upgrade density <float> (in all games since Left 4 Dead 2)
Ammo upgrade pack density per sq 100 yards
Super Weapon density <float> (in all games since Left 4 Dead 2)
Chainsaw and Grenade Launcher density per sq 100 yards
Configurable Weapon Spawn density <float> (in all games since Left 4 Dead 2)
Density for weapon_spawn entities, -1 to spawn all
Configurable Weapon Cluster Range <float> (in all games since Left 4 Dead 2)
weapon_spawn entities that are this close to each other are considered a single 'cluster' for population purposes
Magnum Pistol Spawn density <float> (in all games since Left 4 Dead 2)
Density for weapon_magnum_spawn entities, -1 to spawn all

Targetname:

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since Left 4 Dead 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function (thinkfunction) <string> (in all games since Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note.png Note: Try to avoid expensive operations in this function, as it may cause performance problems.

Angles:

Pitch Yaw Roll (Y Z X) (angles) <angle>
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.

Inputs

UpdateCvars
Stuff values from this entity into cvars for tweaking
FireWinCondition <integer> (only in Counter-Strike: SourceCounter-Strike: Global Offensive)
Ends the round after 5 seconds with the reason you specify.
Tip.png Tip: You can also use game_round_end

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and its children from the world.
Note.png Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile <script> (in all games since Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since Left 4 Dead 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug.png Bug: In Left 4 Dead 2, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning.png Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction <string> (in all games since Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since Alien Swarm) !FGD
Set this entity's angles.

Outputs

Targetname:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in Left 4 Dead Left 4 Dead 2)
This output fires when the entity is killed and removed from the game.

Useful console commands

director_solve_item_density
Pass the number of items you'd want in this map and this spits out the map density value.

See also