L4D2 EMS/Appendix: DirectorOptions

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The DirectorOptions Table

And yes, in a new mutation, you'll use SessionOptions to refer to this stuff, not DirectorOptions.

The Options Table

Check out the following, for the previous info about all the DirectorOptions Settings

https://developer.valvesoftware.com/wiki/L4D2_Vscripts#Director_options

There are also some new options provided in the extended mutation support. They will probably be documented on the page above eventually, but here are a few worth calling out.

  • Total<SpecialType> - if you want a panic wave with a specific # of s specific type of special
  • TotalSpecials - if you just want a given # of specials in a wave, but you don't care exactly which
  • PanicSpecialsOnly - the Panic should end when we finish with Specials, not wait for the MegaMob
  • SpawnSetRule/SpawnDirectionMask - see Spawning Infected

Warning: The Fields interact a lot!

For instance, SpecialRespawnInterval is "how long after a special of type X dies can we spawn another one." Setting this fairly high (the default) makes a lot of sense in a flow based movement. Whereas if you are building a mutation where you stay in a single place, or where you want a ton of boomers, keeping it set high means that whenever you kill a boomer there will be a long wait until the Director is allowed to spawn a new one. So you'd want to set this value very low if your mod wants to do that.

This brings up the main point: often things don't work as expected, because the DirectorOptions have been set in ways that conflict, causing unexpected behaviors. You can set 3 variables to get what you want, but a 4th may default to something that thwarts you. So it is worth learning about all the options, because it is very easy to over-constrain the Director. When you see odd behavior, think about what other variables and settings might be interfering with your plans.